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Inspiring motivation and learning through gaming

Gamify is an alternative learning arena where games are used as a tool for both social and academic learning.


By building on the participants’ interest in gaming and combining gameplay with structured learning activities, we see that their sense of mastery, engagement, and motivation to learn through games also carries over into their educational development.

Contact us

Who is Gamify for?

Gamify is designed for students from 5th to 10th grade who have, or are in the process of receiving, an expert assessment from the Educational and Psychological Counselling Service (PPT) recommending the use of an alternative learning arena.

Gamify provides a supportive environment that focuses on social interaction, building a sense of mastery, and fostering curiosity and motivation for learning.


Course details

Innhold og rammer for kurset

Demographic

Students from 5th to 10th grade in primary and lower secondary school

Duration

The duration varies according to individual needs. The final year of schooling corresponds to grade 10.

Format

The students work toward social and academic competence goals based on an individual follow-up plan — either through one-on-one guidance with a gaming educator or in groups with other students who share similar interests.

Location

Bergen, Oslo, Stavanger, On-site

What will you learn in Gamify?

In the core curriculum it states that “Schools must facilitate learning for all students and foster each individual’s motivation, curiosity, and belief in their own mastery.”
This principle of adapted education is emphasized as a key foundation for school practice.

We believe that games are a natural tool for providing education tailored to the students who come to us.
By building on their interest in gaming and combining gameplay with structured learning activities, we see that their sense of mastery, engagement, and motivation to learn through games also carries over into their academic development.

At Gamify, students work toward social and academic competence goals based on their own individual follow-up plans — either through one-on-one guidance from a gaming educator or in groups with other students who share similar interests.
Everything is adapted to the students’ individual needs and abilities.

Course leaders

bilde av Kim Brurok Stokkeland

Teamleder og gamingpedagog, Gamify Bergen og Stavanger

Kim Brurok Stokkeland

Bergen og Stavanger
kim@jobloop.no
+47 97 46 91 10

Bilde av Sjur Hovi

Kursleder og spillpedagog, Gamify Oslo og Digitalt

Sjur Hovi

Sjur Hovi

sjur@playwell.no

+47 955 22 301

For Schools

To get started, the student must have an official decision approving the use of Gamify as an alternative learning arena.
This decision is made based on an expert assessment from the Educational and Psychological Counselling Service (PPT) and is important to ensure quality and structure in the student’s educational pathway.

We support the school throughout this process to help ensure an informed decision that serves the best interests of the student.