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Sleuth IT Resources

Gamification for Education

Gamification for Education
Gamification for Education
Gamification for Education

All cases are mapped against curriculum objectives

Sleuth IT cases are a rich and varied education resource that can be used in many ways in the classroom and in a school.

Sleuth IT cases are not linear experiences in terms of accessing the case content! Students will have to visit all locations to crack a case, and locations can be visited or experienced in any order.

As an ‘event’

Typically an event will last two to two and half hours, ideal for an evening event with parents or students or a combination of both.

Topic Based Event

A topic based event delivered in an afternoon as part of your timetable.

Lessons

A series of lessons over half a term or a full term.

Location Based

Delivered in several locations with your beacons deployed in 6 locations or with each beacon switched on in one location, eg your classroom.

Sequentially

Beacons switched on all at once, or sequentially (like the chapters of a book).

Learning Resources

Ten project based learning modules accompany each Sleuth IT case, enough for a term’s work.

Each Sleuth IT case comes with a QR code link to downloading the latest versions of the first three project based learning modules for that case. The complete set of resources are available with a Sleuth IT subscription.

Gamification for Education
Gamification for Education
Gamification for Education
Gamification for Education
Gamification for Education

How do I get on the case with Sleuth IT?

Book a place on a free Sleuth IT taster event, listed on our events page.

We can also be contacted directly via the website and we will put you in touch with a stockist in your area.
A full list of stockists can be found on the website contact page.