The future of classroom tech is more time on screens
less.The only platform that uses AI to orchestrate physical, hands-on classroom learning. While other tools keep students glued to screens, we get them out of their seats.
THE DIFFERENCE
Watch the Screen Time Shrink
Student screen time as a percentage of total lesson time
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
THE COMPARISON
How Flip Compares
THE REALITY
What Teachers Are Facing
Teachers work 53 hours per week, a quarter of it unpaid, including lesson prep at home.
RAND, 2024 State of the American Teacher Survey
of teachers experience frequent job-related stress, with workload as a top driver.
RAND, 2024 State of the American Teacher Survey
of teachers say student engagement has declined compared to pre-pandemic levels.
Harris Poll / Discovery Education, 2024
of U.S. teens now have a smartphone, yet research shows active, physical learning outperforms screen-based instruction.
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)
Ready to try a different approach?
Generate a complete, hands-on active learning mission for any topic, in seconds.