Teacher-Recommended Enhancements for New School Year

We are happy to announce new upgrades and enhancements to our game-based learning platform with significant improvements for the new school year. New features like schedule ahead, student information system (SIS) integration and significant increases in analytic capability focus on ease of use for teachers, stronger performance data and analytics, and increased teacher playlist functionality.

When Legends of Learning launched this past spring, we committed to creating a platform that responds to educators needs. The platform now offers thousands of games and assessment items for earth and space, life and physical science classes. The changes and updates were based on feedback and requests from Legends of Learning ambassadors and teachers.

“We set out to create a platform that is built for teachers by teachers,” said Vadim Polikov, CEO of Legends of Learning. “We have an incredible community of Legends of Learning ambassadors and educators who have shared their thoughts and feedback in order to help meet their needs. From individual game feedback to district-wide features, Legends of Learning is better for it.”

Teacher Reactions to Legends of Learning Evolutions

Enhancements to Legends of Learning’s platform are based on actual teacher usage and feedback. Teachers offer feedback through the Legends of Learning Ambassador community (sign up here) and directly through the product. Teachers have responded well to the new updates.

“I was so pleased when I found Legends of Learning,” said Bailey Johnson-Hastings, science teacher at Hastings Middle School (NE). “My students love using it in the classroom to reinforce the concepts I am teaching. I appreciate how receptive and responsive Legends of Learning has always been with any feedback I have submitted. They are truly committed to creating a student-and-teacher–oriented gaming platform. It is so great to see Legends of Learning engaging with the educator community in this way.”

“I applaud Legends of Learning for their openness and interest in hearing from teachers,” said Bonnie Hohenshilt, science teacher at Dwight D. Eisenhower Middle School (NJ). “The new features reflect things I was thinking would be great to have: the ability to begin your session where you last left off, a searchable playlist and the teacher’s top 10 list are great!”

Here is a list of some of the latest features:

Teacher Accounts

  • Ability to add student rosters in the platform
  • Enhanced playlist history, including ability to easily relaunch playlists and see student performance history and content mastery by concept
  • Real-time student data on assessments using “Question Data” button on the playlist tab
  • Multiple sessions per learning objective
  • Content skipping: Move individual students to the next game or assessment if they are struggling
  • Streamlined playlist launcher
  • Dedicated teacher code: Codes are assigned to teacher instead of randomly generated
  • New games and assessment questions
  • Improved games with changes ranging from minor to major based on teacher feedback
  • Live playlist shortcut: Switch quickly between active sessions

School and District Accounts

  • Unlimited usage
  • Scheduling feature: Ability to schedule playlists to launch in advance, which can be used for homework, weekend work and substitute teachers
  • Curriculum alignment to Georgia (GSE) and Texas (TEKS) standards
  • Rostering
  • SIS integration
  • School and district dashboards for administrators to view usage, performance and teacher and student analytics in real time

Try the Games

In addition to the new features, several bugs reported by teachers have been fixed. Further, minor technical improvements, features requested by our teacher users and usability improvements have been made.

This blog post is based off a press release issued this morning.

Five Reasons Teachers Should Use Playlists for Game-Based Learning

The new playlist feature from Legends of Learning gives teachers the ability to deliver engaging middle school science games while closely monitoring student achievement and growth. Here are five reasons to use playlists in your class this coming year:

1) Real Time Data Dashboard – The live teacher dashboard displays student progress in real time. Each student has a dot that moves along the playlist and shows their answers to the questions from the games.

Once the playlist is over, the data is automatically stored in your account. Since every playlist is saved, you can see how student and class performance improves over time.


2) Differentiated Playlists – Creating multiple playlists allows your classroom to divide into cohorts based on academic performance and play the games most appropriate for their academic level. For example, you can create three different playlists for your advanced, proficient, and basic students, or even create a unique playlist for every student in the class. Unlimited playlist creation makes personalizing content easy.

3) Total Teacher Control – Three features give you control of the gaming experience:

  • Playlist length – You can set the timer for 3-60 minutes of game play. If you want to shorten the playlist in live mode, click the stop button and every student’s game will end.
  • Dot Color – Dots turn red if your students stop playing and wander into a different tab. This makes it easy for you to know who is actively engaged in game play.
  • Pause Button – In live mode you can pause all students simultaneously. This ensures you have every student’s attention while you teach.

4) Student Voice – If you offer students Free Play, they can choose which games to play within the current lesson’s learning objective. There are two ways to deploy Free Play:

1) Launch a playlist with extra time built in after the games are completed. When the students finish their assigned games, they can pick which games to play with any remaining class time.

2) Free Play occurs when you launch an “empty” playlist with no games in it. In that case, students can choose whichever games they want throughout the time period.

Free Play Option 1

Free Play Option 2

5) Scheduling Playlists – This soon-to-be deployed feature will allow you to schedule a playlist to deploy automatically at any time. For example, on Monday you could set a playlist to launch on Tuesday at 2:00 p.m., or on Friday you could set a playlist to launch at 2:00 p.m. and end Sunday night at 7:00 p.m.

This feature lets teachers deploy playlists for homework, or provide substitute teachers playlists as an assignment.

As you think about ways to introduce game based learning in your classroom this coming year, consider using playlists from Legends of Learning. With all the features playlists offer, you can be confident that fun will translate into real academic growth. Sign up and start creating your playlists today!

Study: Students Win When Teachers Deploy Learning Games

Earlier this morning, Legends of Learning issued a press release about the Vanderbilt University study “Substantial Integration of Typical Educational Games into Extended Curricula.” The following is a version of this research.

In the largest study of its kind, researchers found students boosted their test scores by the equivalent of over half a letter grade in three weeks when their teachers used digital games in the classroom. The new research, published by Journal of the Learning Sciences, demonstrates the benefits of game-based learning for students when compared to students who had no access to such games.

Substantial Integration of Typical Educational Games into Extended Curricula,” was co-authored by researchers at Vanderbilt University and involved more than 1,000 students of 13 teachers in 10 diverse urban, suburban and rural schools in seven states (get the executive summary here). The educators integrated a standards-aligned set of 55 typical educational games into their curricula. Each teacher taught at least one class with the games and one class without.

The research found students in the classes with the games outperformed their peers on essay and multiple choice questions. It also found:


  • Engagement increased. Teachers reported dramatic increases in engagement among students who learned with the games.

  • Teachers enthused. Ninety-two percent of teachers who used the education games said they would like to use similar games again because of the impact on student performance and engagement.

Researcher and co-author Douglas Clark, professor, Vanderbilt University’s College of Education and Human Development, says, “The results highlight the potential of digital games for enhancing instruction, particularly in light of the teachers strongly positive experiences and interest in continuing to use games like these in the future. This study is important because it is based on data collected with a large set of games used by teachers in extended curricula across multiple school districts.”

Two of his co-authors, Dr. Vadim Polikov, a research scientist, and Aryah Fradkin, a former teacher, tapped into the results to launch Legends of Learning. The online platform is now home to thousands of curriculum-based education games and assessment items for middle school earth and space science, life sciences and physical science curricula. Teachers across the U.S. are using the same kind of standards-aligned games validated by the study to raise engagement and test scores. The games are available via the Legends of Learning site.

Dr. Polikov is presenting the findings next week at the International Society for Technology in Education (ISTE) Conference in San Antonio, Texas, on Monday, June 26. Legends of Learning will demonstrate its games and platform live at ISTE at booth 2632.

Some highlights from the Legends of Learning platform include:


  • Short games (5–25 minutes) that align to middle school science curriculum standards to ensure content engages and helps students succeed in their studies

  • An intuitive platform similar to Netflix and Amazon that makes games easy and natural to use in classrooms

  • A dashboard that allows teachers to observe student comprehension in real time, create game playlists for classes and individual students, and assess content mastery

  • A feedback loop that rewards game developers based on ratings given to their games by teachers and students, which allows the best games to rise to the top

The study was published in The Journal of the Learning Sciences (JLS), one of the top peer-reviewed academic journals for research on education and learning. JLS is ranked in the top 3 percent (5th out of 230) of all scholarly educational research journals as rated by Thomson Reuters, Journal Citation Reports®.

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