Il futuro della tecnologia in classe è più tempo davanti agli schermi

meno.

L’unica piattaforma che usa l’IA per orchestrare l’apprendimento fisico e laboratoriale in classe. Mentre gli altri strumenti tengono gli alunni incollati ai monitor, noi li facciamo alzare dal banco.

LA DIFFERENZA

Guarda il tempo davanti allo schermo ridursi

Concorrenti digitali (100%)Flip Education (15%)
100%

Tempo di schermo dello studente come percentuale del tempo totale di lezione

In an era where parents, teachers, and governments are actively seeking to reduce student screen time, Flip Education is the only EdTech tool that uses technology to reduce technology use in the classroom.

THE PROBLEM

The Screen Time Paradox

Most EdTech promises to make classrooms “active” — but actually replaces passive lectures with passive screens. Quiz tools like Kahoot, Blooket, and Quizizz test only lower-order recall (Bloom's Level 1–2), not the higher-order thinking that active learning is supposed to develop.

Other EdTech

Bloom's 1–2

Remember & Understand

Flip Education

Bloom's 3–6

Apply, Analyze, Evaluate, Create

IL CONFRONTO

Perché scegliere Flip

Quiz & Game ToolsKahoot, Blooket, Quizizz
AI Learning ToolsKhanmigo, MagicSchool
Interactive PlatformsNearpod, Pear Deck
Flip Education
AI-powered content generation
Student engagement & gamification
Aligned to approved standards (Common Core, NGSS, state)
Real-time teacher guidance
Physical / hands-on activities
Print-ready classroom materials
Reduces student screen time
Higher-order thinking (Bloom’s 3–6)
Students actually enjoy the lesson
Full support Partial Not available

LA REALTÀ

Le sfide quotidiane dei docenti

0 ore/sett

Gli insegnanti lavorano 53 ore a settimana, un quarto delle quali non retribuite, inclusa la preparazione delle lezioni a casa.

RAND, 2024 State of the American Teacher Survey

0%

dei docenti soffre di stress correlato al lavoro, con il carico burocratico e didattico tra le cause principali.

RAND, 2024 State of the American Teacher Survey

0%

degli insegnanti dichiara che il coinvolgimento degli studenti è calato rispetto al periodo pre-pandemia.

Harris Poll / Discovery Education, 2024

0%

degli adolescenti possiede uno smartphone, eppure la ricerca dimostra che l’apprendimento attivo e fisico supera l’istruzione basata solo su schermo.

Pew Research Center, 2024

Flip Education addresses all four: complete lessons generated in seconds to reclaim prep time, real-time teacher guidance that reduces workload stress, physical interaction that re-engages students, and hands-on collaborative activities they actually prefer.

THE EVIDENCE

Backed by Science

Active Learning Works

Meta-analysis across 225 studies found students in active learning courses were 1.5x less likely to fail vs. traditional lectures.

Freeman et al. (2014) — PNAS

Quiz ≠ Learning

Kahoot-style gamification increases engagement but shows no statistically significant improvement in learning outcomes.

Jones et al. (2019) — SAGE Journals

Higher-Order Thinking

Physical, collaborative activities develop Bloom’s levels 3–6 (Apply, Analyze, Evaluate, Create) — the skills that quiz tools cannot reach.

Bloom’s Taxonomy — Anderson & Krathwohl (2001)

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