
Earth school
Gamification isn’t about turning classrooms into arcades—it’s about tapping into what makes games irresistible: clear goals, immediate feedback, meaningful progress, and the joy of mastery. When done right, game-based learning increases time-on-task, improves retention, and builds 21st‑century skills like collaboration, problem‑solving, and creativity.
In this post, we spotlight 10 educational games and initiatives recognized by UNEP/UNESCO or developed within their networks. These titles align well with values in Kenya’s CBC—especially critical thinking, citizenship, environmental stewardship, and digital literacy. Each mini‑review includes: what it teaches, who it’s best for, and practical classroom ideas.
1) Earth School (UNEP × TED‑Ed)

What it is: A collection of ~30 bite‑sized “quests” that reconnect learners with nature. Each quest pairs an explainer video with interactive follow‑ups.
Why it matters: Built during the pandemic by UNEP and TED‑Ed, Earth School helps students explore ecosystems, biodiversity, climate action, and sustainable lifestyles. It’s perfect for environmental clubs and CBC projects.
Best for: Upper primary to secondary; Science, Social Studies, Life Skills, Environmental Activities.
Classroom ideas:
- Run a two‑week “Earth Quest” challenge; award badges for completed quests.
- Learners keep a “Nature Journal” with reflections, photos, and micro‑actions (e.g., water‑saving logs).
- Cross‑curricular link: integrate poetry or Kiswahili composition on conservation themes.
2) World Rescue (UNESCO MGIEP)

What it is: A mobile adventure game inspired by the Sustainable Development Goals (SDGs). Learners solve community problems—from pollution to displacement—across countries including Kenya.
Why it matters: Authentic, place‑based dilemmas introduce systems thinking. Students see how local actions link to global goals.
Best for: Lower to upper secondary; Social Studies, Geography, CRE/Citizenship.
Classroom ideas:
- Play a chapter, then hold a quick design sprint: “What would you do differently in Nairobi/Mombasa/Kisumu?”
- Ask learners to map SDGs addressed in each mission and propose a community service mini‑project.
3) Open Education Policy Game (UNESCO)
What it is: A role‑play simulation where participants debate and design open education policies (OER, access, licensing).
Why it matters: Builds civic literacy, argumentation, and digital citizenship. Teachers can adapt it to school‑level policy topics (e.g., device use, AI ethics, academic honesty).
Best for: Upper secondary, teacher training colleges, school councils.
Classroom ideas:
- Assign stakeholder roles (students, teachers, principals, parents, publishers, NGOs). Hold a 40‑minute policy sprint.
- Learners publish a one‑page “school policy brief” with proposed actions and safeguards.
4) Playing for the Planet — Green Game Jams (UNEP)
What it is: A UNEP‑led alliance that mobilizes commercial game studios to embed climate action in gameplay—reaching tens of millions of players.
Why it matters: While not a single classroom game, the initiative provides ready‑to‑adapt event ideas: tree‑planting quests, plastic‑free challenges, and energy‑saving missions. It shows how game mechanics can mobilize collective action.
Best for: Clubs, school events, whole‑school sustainability weeks.
Classroom ideas:
- Host a “Green Game Jam Day.” Students prototype micro‑games on climate themes using Scratch or MakeCode.
- Track real‑world impact: seedlings planted, bins labeled, single‑use plastics reduced.
5) UNESCO MGIEP Gaming Challenge (Peace & Sustainability)
What it is: A global challenge nurturing games that cultivate empathy, peace education, and sustainable development.
Why it matters: Offers a pipeline of classroom‑ready prototypes focused on SEL (social‑emotional learning) and global citizenship.
Best for: Upper primary to secondary; Life Skills, Guidance & Counselling, Social Studies.
Classroom ideas:
- Run a class “mini‑MGIEP challenge.” Teams pitch a peace/sustainability game concept and build a paper prototype.
- Use peer review rubrics (clarity, impact, fairness, fun) for formative assessment.
6) Can’t Wait to Learn (War Child; UNESCO awardee)
What it is: Tablet‑based math and reading games designed for conflict and low‑resource settings; offline‑first with culturally relevant art and stories.
Why it matters: Strong evidence base; shows that well‑designed games can bridge learning gaps where school infrastructure is strained—relevant to remote/ASAL areas.
Best for: Early primary; Literacy, Numeracy.
Classroom ideas:
- Rotational stations: small groups alternate between the game, teacher‑led phonics, and manipulatives.
- Track mastery via in‑game analytics; use exit tickets for quick checks.
7) Quest Atlantis / Atlantis Remixed
What it is: A pioneering 3D virtual world that blends inquiry with social themes. Learners complete missions requiring research, collaboration, and reflection.
Why it matters: Demonstrated gains in engagement and content understanding in science and language arts. A great reference model for project‑based learning.
Best for: Upper primary to lower secondary; English, Science, Social Studies.
Classroom ideas:
- After missions, groups publish evidence (screenshots, notes) and present findings.
- Connect with a partner school for joint quests and peer feedback.
8) World Peace Game (inspired by Buckminster Fuller’s “World Game”)
What it is: A high‑impact, tabletop simulation set on a giant map. Students manage countries through crises—balancing budgets, resources, diplomacy, and ethics.
Why it matters: Legendary for building collaboration, negotiation, and systems thinking. Works without computers—ideal for schools with limited devices.
Best for: Upper primary to secondary; Social Studies, Business Studies, Geography.
Classroom ideas:
- Run a two‑day simulation. Assign roles (heads of state, ministers, mediators, media).
- Debrief with reflection journals: choices, trade‑offs, and lessons.
9) Dawn of Civilization (Solve Education!)
What it is: A mobile city‑builder blended with learning mini‑games (literacy, numeracy, logic). Designed to run on low‑end Android phones with intermittent connectivity.
Why it matters: Optimized for access in low‑income contexts—great for homework clubs and community centers.
Best for: Upper primary; Literacy, Numeracy, Life Skills.
Classroom ideas:
- Weekly league tables for progress; celebrate growth, not just scores.
- Pair students for “co‑op quests” to build communication and persistence.
10) Spongelab Interactive (Game Library)
What it is: A suite of science‑themed mini‑games (e.g., Transcription Hero) and interactive media aligned to biology and STEM.
Why it matters: Short, focused gameplay supports microlearning and retrieval practice.
Best for: Upper primary to secondary; Biology, Integrated Science.
Classroom ideas:
- Use a mini‑game as a 10‑minute warm‑up to activate prior knowledge.
- Exit tasks: learners sketch the core process (e.g., transcription) from memory.
Why Gamification Works (In Plain Language)
1) Clear goals and feedback → Students always know what to do next and if they’re getting better.
2) Safe failure → Quick retries build resilience. Learners view mistakes as data, not defeat.
3) Progress visibility → Points, levels, and badges make growth tangible, sustaining motivation.
4) Narrative and agency → Stories put content into context; choices make learning personal.
5) Social dynamics → Co‑op and friendly competition strengthen teamwork and communication.
Quick Start Guide for Kenyan Classrooms
Step 1: Match the game to a learning goal
Map each title to CBC competencies (communication, collaboration, citizenship, critical thinking, digital literacy).
Step 2: Plan for access
- Offline‑first: Can’t Wait to Learn; many Spongelab assets can be pre‑cached.
- Low‑device: World Peace Game (tabletop), Earth School (projector + a few phones), Dawn of Civilization (low‑end Androids).
Step 3: Keep sessions short and purposeful
10–20 minutes of gameplay + 10 minutes of reflection beats marathon sessions.
Step 4: Assess what matters
Use simple rubrics for collaboration, reflection journals for metacognition, and short quizzes for concepts.
Step 5: Protect learners
Check data privacy, disable in‑app chats where possible, and avoid accounts for under‑13s unless consented.
Lesson Flow Template (40–80 minutes)
- Hook (5 mins): Photo, question, or quick demo from the game.
- Goal (2 mins): “By the end, you will be able to…”
- Play (10–25 mins): Individual, pairs, or groups—teacher circulates with prompts.
- Debrief (10–20 mins): What worked? What was hard? What strategies emerged?
- Show what you know (5–10 mins): Exit ticket, diagram, or mini‑presentation.
- Extension (homework/club): Optional challenges or community action tasks.
Sample Assessment Rubric (Simplified)
Collaboration (4 pts)
4—Leads, listens, and integrates ideas; 3—Shares and responds; 2—Limited participation; 1—Off‑task.
Problem‑Solving (4 pts)
4—Generates/compares strategies; 3—Applies a strategy; 2—Tries one approach; 1—Gives up quickly.
Content Understanding (4 pts)
4—Explains accurately with examples; 3—Explains key ideas; 2—Partial understanding; 1—Misconceptions.
Reflection (4 pts)
4—Specific evidence from gameplay; 3—General insights; 2—Vague comments; 1—No reflection.
Selecting the Right Game: A Quick Matrix
Need | Best Fits |
---|---|
Environmental literacy & SDGs | Earth School, World Rescue, Green Game Jam ideas |
Low devices / offline | World Peace Game, Can’t Wait to Learn, Dawn of Civilization |
Science content | Spongelab, Quest Atlantis (STEM missions) |
Civics, policy, SEL | Open Education Policy Game, UNESCO Gaming Challenge |
Clubs & school events | Green Game Jam ideas, World Peace Game |
Practical Tips for Schools in Kenya
- Blend games with local contexts. After World Rescue, have learners interview a local environmental officer or community leader.
- Leverage community resources. Use CDF halls or churches for projector‑based sessions when school ICT rooms are busy.
- Schedule “power‑friendly” playtimes. Align tablet/lab use with reliable electricity windows; keep power banks on hand.
- Student tech teams. Train a small group to handle downloads, updates, and troubleshooting—great leadership opportunity.
- Document impact. Track attendance, time‑on‑task, and short concept checks. Share wins with BOM/PTA.
Common Pitfalls (and Easy Fixes)
- Pitfall: Game sessions drift without learning focus.
Fix: Start with a clear learning outcome and a 2–3 question “look‑for” checklist. - Pitfall: Equity issues—only a few students hold the device.
Fix: Rotate roles (navigator, reader, recorder, reporter) every 5–7 minutes. - Pitfall: Over‑reliance on points/leaderboards.
Fix: Balance with reflective journals, peer feedback, and narrative goals. - Pitfall: Technical hiccups eat time.
Fix: Pre‑load assets, test logins, and have a non‑digital backup (paper mission cards).
Final Thoughts
Games won’t replace great teaching—but they amplify it. The titles above, rooted in UNEP/UNESCO ecosystems, show that play can be purposeful, equitable, and impactful. Whether you’re designing a one‑off lesson on biodiversity or a term‑long project on global citizenship, gamification can turn curiosity into competence.
If you try any of these in class, share your experience with the KenyanTeachers.com community. Which missions clicked? What challenges did you face? Your stories help other teachers level up their practice—one quest at a time.
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