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O futuro da tecnologia na sala de aula é mais tempo à frente de ecrãs

menos.

A única plataforma que utiliza IA para orquestrar uma aprendizagem física e prática na sala de aula. Enquanto outras ferramentas mantêm os alunos colados aos ecrãs, nós fazemos com que se levantem das cadeiras.

A DIFERENÇA

Veja o tempo de ecrã a diminuir

Concorrentes digitais (100%)Flip Education (15%)
100%

Tempo de ecrã do aluno como percentagem do tempo total de aula

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 and Understand

Flip Education

Bloom's 3-6

Apply, Analyze, Evaluate, Create

A COMPARAÇÃO

Como a Flip se compara

Quiz and Game ToolsKahoot, Blooket, Quizizz
AI Learning ToolsKhanmigo, MagicSchool
Interactive PlatformsNearpod, Pear Deck
Flip Education
AI-powered content generation
Student engagement and 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

A REALIDADE

O que os professores enfrentam

0 h/sem

Os professores trabalham 53 horas por semana, um quarto das quais não remuneradas, incluindo a preparação de aulas em casa.

RAND, 2024 State of the American Teacher Survey

0%

dos professores sentem stress frequente relacionado com o trabalho, sendo a carga horária o principal fator.

RAND, 2024 State of the American Teacher Survey

0%

dos professores afirmam que o empenho dos alunos diminuiu em comparação com os níveis pré-pandemia.

Harris Poll / Discovery Education, 2024

0%

dos adolescentes têm agora um smartphone. A investigação mostra que a aprendizagem ativa e física supera o ensino baseado em ecrãs.

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 than in traditional lectures.

Freeman et al. (2014), PNAS

Quiz Is Not Learning

Kahoot-style gamification can raise engagement, but it does not reliably improve learning outcomes on its own.

Jones et al. (2019), SAGE Journals

Higher-Order Thinking

Physical, collaborative activities develop Bloom's levels 3-6: Apply, Analyze, Evaluate, and Create. Those are the levels quiz tools rarely reach.

Anderson and Krathwohl (2001)

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