• #LT22UK
  • 9 - 10 February 2022
  • ExCeL London

I - Best learning game

I - Best learning game

I - Best learning game

BT and CAS

As a response to the Covid 19 situation BT and Computing at School (CAS) launched a toolkit of home learning resources, based on the Barefoot computing programme, to support parents/carers in ensuring their children continue developing their digital skills at home.

As part of the programme, six interactive learning games were created to take the basics of computational thinking and turn them into engaging, educational and motivating games. Developed in collaboration with teachers they were delivered in English and Welsh.

They were free, available to all, hosted on an accessible portal and, most importantly, were fun for children to use.

CodeMonkey Studios

CodeMonkey is a leading, fun and intuitive curriculum for kids to learn coding. Through game-based and project-based courses, students as young as 5 use programming to solve scaffolded puzzles and build their own games and apps. CodeMonkey does not require prior coding experience to teach and is designed for school, club and home-use.

In addition to computational thinking and programming skills, CodeMonkey fosters the development of executive functioning skills, such as problem solving, planning and mathematical thinking. Through CodeMonkey, students become equipped with the tools and confidence they need to then go on to learn more programming languages, build websites, games, apps and more.

Gamoteca and the Humanitarian Leadership Academy 

The Humanitarian Leadership Academy and Gamoteca partnered to create a game-based learning experience that humanises the learning process by connecting the two players, the Coach & Coachee, with each other and has reached over 2,000 learners to date.

The game allows the learners to practice the coaching skills they learned in the course and give & receive live feedback in a safe environment. It gives the learner a better understand the practical considerations of a coaching relationship and helps them gain perspective on the larger process of coaching through engagement with another player.

Google and Plum eLearning

Software engineers (at Google and elsewhere) already know cybersecurity is important. But incentivizing them to spend time broadening their knowledge of security risks can be challenging.

Threat Model Colony is a cooperative role-playing game played in person or over videoconference in which engineers work together to learn about threats to their products. Over 570 engineering teams at Google have played since May, using the game to identify 4,770 potential real-life risks. The analogy of establishing and protecting a Mars colony proved a perfect fit for the engineering teams who create, nurture, and protect Google products and services.

Hubro Education AS

Hubro Education provides business simulations for both secondary and higher education courses. Intuitive, well-designed and competitively priced, Hubro has succeeded at home in the Nordics, with over 60% of Norwegian universities as users, and over 100 secondary schools. Also growing globally, current users spread across 20 different countries, a number that is always growing. Giving students the chance to put theory into practice, get real decision-making experience and have fun is at the heart of Hubro, and proving that you can learn through games!


RINA Consulting Defence Ltd

Leap The Game is a just-in-time exercise, developed for the Environment Agency (EA), to train Incident Responders.

It effectively simulates incident responder time-critical triaging  through four escalating scenarios representing the EA’s most commonly encountered serious incidents.

It is device-friendly -more than 55% is mobile use, it keeps play enjoyable and engages relevant audiences through customisable Diversity-enabled avatars.

It augments participation through effective player feedback and a National Leader Board.

It supports game improvement through embedded player evaluation and anonymous user data collection.

University of Oxford

Typhoid fever plagued the population of Victorian England and is still a major global health threat. Join Alice Liddell – Lewis Carroll’s Alice in Wonderland – to delve beneath Victorian Oxford’s dreaming spires and idyllic River Thames, to discover a murky underside and battle to rid the city of typhoid. See teaser and demo.

Our games are part of an online and physical exhibition about the past and present of typhoid. Help provide safe water for Oxford’s inhabitants and solve a set of mysterious outbreaks in Alice’s city:


Visit https://typhoidland.org/

The games have been developed with:



World Steel Association

steelBusiness is a learning game developed by steeluniversity, the training programme of World Steel Association. The game introduces financial concepts relevant to running a steel company and then allows the learner to apply the skills through multi-player competitive game play.

The game replaces a traditional board game, saving a day per person, or in the event of remote training, two days are saved. It is estimated classroom training of the game saves a company US$ 10,000/session and remote delivery saves US$52,000/session.

The game is very flexibility. There are ‘team’ and ‘individual’ versions, the game can be delivered both in a classroom and remote, plus the facilitator can adjust game variables to match the knowledge level of the learners.

steelBusiness website

steelBusiness presentation video

Sponsors and Partners