Why use apps to teach?
Apps are Intuitive
Students jump in ready to learn without any training.
Familiar & Comfortable
Apps create a comfortable and stress-free learning environment.
Practice Makes Perfect
Students gain first-hand experience and learn by doing.
Automate Difficult Tasks
The apps automatically collect and visualise data for your class.
So many benefits to educators
Save yourself time
There’s no prep time and no data sheets to print.
No need for training students or workplace health and safety!
Save your budget
Replace expensive equipment and supplies, extending your budget.
Online or offline
Use Arludo apps in the classroom, or online to create hands-on digital learning experiences
No data mistakes
The data are automatically downloaded to simplify creating figures and doing stats.
No ethics applications or planning ahead of time. And save the cost of housing animals in your class.
See what our users have to say
The Arludo games are fantastic – not only for teaching students about fundamental concepts in ecology and evolution but also for helping students think critically about experimental design, data collection and analysis. The students also got a real kick out of seeing the games come to life – which enhanced their learning experience even more.to be added here
Arludo apps support a range of active, student-centred and peer-assisted learning techniques that I have been able to successfully incorporate into several of my first year courses to foster student engagement.
Arludo provides engaging and fun science games and activities that link to theory and provide useful educational opportunities for university undergrads. They are a welcome addition to the modern ‘lecture’
Arludo games have added a dynamic, interactive way for students to apply their understanding of key concepts in behavioural ecology. Covid has made connecting with students and active learning more challenging this year, but my students loved being able to play Hungry Birds together over Zoom and compare their scores. After playing the game, my third year animal behaviour students enjoyed coming up with new ideas for future games to test different and extended hypotheses, showing how much they could relate to the way the game helped them to learn.
My students really like Eat Prey Live, not only because it illustrates evolutionary principles, but also because it’s a fun and challenging game! Interestingly, the assignment based on this game in particular is usually the one that the students do best on in my course.
The students love using the augmented reality apps. They let them use their phones, allow them to interact with each other, while also gathering data and being able to put scientific questions into perspective.
I would just like to say again thank you very much for your time on Monday with the Science SWSR meeting. We have had many interested teachers in contact to discuss these apps and their potential uses in their classrooms.