Seppo gamifies WWF’s environmental education material

30.11.2016

WWF’s new educational material will be built using the seppo learning environment. Co-operating with one of the world’s most well-known environmental organizations welcomes the opportunity to join hands in spreading the inspirational message of environmental education to Finnish schools!

The seppo learning environment enables the digitalization of WWF’s educational material. Through mobile technology, learning can be moved outside of the classroom to explore real life phenomena.

“WWF is casting new educational material for students to be utilized on their shore trips. It’s a natural way to guide and capture observations made on the lake and river shores on a mobile device. Seppo was chosen for the platform of our new material for several reasons: the platform convinced us with its easy to use feature and additionally many schools are already familiar with it”, WWF’s Education Officer Essi Aarnio-Linnanvuori describes.

“We are excited to start cooperating with the WWF. The organization does a valuable job for nature conservation. It’s great to be a part of creating new ways for environmental education. Our collaboration with the WWF is once again a new and important opening for seppo outside the actual education sector”, CEO Riku Alkio says.

Seppo offers creative solutions for learning institutions and other educational organizations where gamification can be utilized as a teaching tool. Games support phenomenon based and collaborative learning. The seppo platform is easy to use and motivates learning.

WWF Finland is a part of the international WWF network that has offices in around 50 countries with operations in over 100 countries. The environmental educators of the organization create materials to inspire students to make positive choices for a more sustainable future.