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The EdQuest Impact isn't just in the research!

  • Jul 14
  • 3 min read

From the moment we decided to tackle the challenge of designing and building EdQuest for schools, I had already witnessed the power of gamification in learning first-hand in my classrooms and conducted extensive research on the topic in my Masters degree. It is safe to say I wholeheartedly believe in the impact and vast positive outcomes that EdQuest can offer. I use it in my own classrooms and see the very benefits we claim on this website. But to get testimonials from other users just solidifies these as facts and brings so much joy to know we are helping to improve the learning experience for students all over the world. Below is a condensed (and extensive) testimonial from 2 amazing teachers that have been team-teaching with EdQuest in Germany for the past year.

Nothing in the following testimonials has been altered from their words, simply grouped into categories.

-Ross (Teacher / Founder of EdQuest)


Overall Experience

  • "We've been using EdQuest in our Year 6 class at a special education school (LE/ESE) for the past year, and our experience has been very positive."

  • "EdQuest has become an integral part of our classroom."

  • "It provides structure, boosts motivation, and supports each child's individual development - making it a valuable addition to our teaching every day!"

  • "After one year, we would not want to teach without EdQuest."

  • "For our class, EdQuest has become a valuable and integral part of our teaching practice."

 

Motivation & Engagement

  • "The combination of gamification, individualized learning, and positive feedback keeps our students motivated and makes their progress visible."

  • "Our "Kindness Quest" during the Advent season was a particular highlight, showing how social skills can grow through playful, meaningful activities."

  • "EdQuest serves as both a positive reinforcement system and a tool for individualized learning."

  • "Students receive immediate positive feedback on their personal progress, whether in work habits, emotional development, or social interactions."

  • "Many of them experience, often for the first time, that their positive choices are noticed and have a meaningful impact."

  • "This strengthens motivation, self-efficacy, and their willingness to try new behaviors."

  • "Gamification features such as leveling up, rewards, and character development are especially engaging and encourage students to participate more actively in both academic and social learning."

  • "Since then, this feature has become much more popular and has provided an additional motivational boost."

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Individual Learning & Diverse Learners

  • "In a classroom with a wide range of educational needs, it is essential that every child is supported at their individual level."

  • "EdQuest has been a valuable tool in helping us achieve this."

  • "We can customize levels, content, and difficulty so that both high-achieving students and those with low school motivation receive appropriate challenges."

  • "The flexibility of the platform also helps us prevent frustration while making success visible."

 

Students with Disabilities / Neurodivergent Learners

  • "Students with neurodivergent learning profiles particularly benefit from the clear structure, immediate feedback, visual guidance, and predictable routines."

  • "We have now been using EdQuest for one year in our Year 6 class at a special education school for students with learning disabilities (LE) and social-emotional needs (ESE)."

 

Social Skills & Wellbeing

  • "Our students build self-confidence, take responsibility, and strengthen their sense of community."

  • "Through small, manageable daily challenges, they don't just learn about social skills - they actively practice them by being helpful, giving compliments, taking responsibility, and treating one another with kindness and respect."

  • "EdQuest helps us foster motivation, make individual learning progress visible, and strengthen social skills in everyday school life."

 

Immediate Feedback & Positive Reinforcement

  • "Students receive immediate positive feedback on their personal progress, whether in work habits, emotional development, or social interactions."

  • "Many of them experience, often for the first time, that their positive choices are noticed and have a meaningful impact."

  • "Short quests, immediate feedback, and personalized rewards have been especially effective."

 

Language & Translation

  • "Together, we developed practical solutions:"

  • "We introduced simpler, child-friendly German wording."

  • "We adapted quest names and categories to match the language we use in our classroom."

  • "We use symbols and visual supports to reduce language barriers."

  • "As a teaching team, we created small translation guides that make everyday use much easier."

 

Personalised Learning

  • "The combination of gamification, individualized learning, and positive feedback keeps our students motivated and makes their progress visible."

  • "EdQuest serves as both a positive reinforcement system and a tool for individualized learning."

  • "We can customize levels, content, and difficulty so that both high-achieving students and those with low school motivation receive appropriate challenges."

  • "EdQuest helps us foster motivation, make individual learning progress visible, and strengthen social skills in everyday school life."


 
 
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