Data shows a positive change towards learning outcomes.
There is causality between this product and a positive impact on improved learning outcomes (e.g., a control or comparison group).
There are one or more independent evaluations that confirm these conclusions.
Reading

Escribo
Evidence-based learning games to assess and foster early learning from preschool to 2nd grade.
Overview
Countries
Base Price
Languages
Evidence
Safety First
Impact on learning
Escribo Play integrates literacy and math learning theories for early childhood. Literacy combines traditional (syllable memorization), constructivist (Piaget’s stages), and phonetic (sound-letter linking) methods to build phonological awareness. Math applies Piaget’s and Vygotsky’s theories, fostering skills through exploration and collaboration. Game-based learning encourages engagement, problem-solving, and teamwork, making Escribo Play an engaging tool for foundational education.
Escribo’s impact on preschool literacy was studied with 749 children using phonological awareness games. Results showed 68% improvement in reading and 48% in writing over controls, showing the tool can boost early literacy in low-resource settings.
Read moreRecommended use
2 times per week, 30 minutes each time.
2 times per week, 30 minutes each time.
Target audience
Designed For Children
What is the learning objective of Escribo?
The primary learning objectives are to enhance phonological awareness, phonics, word reading, word spelling, reading fluency, and early mathematics skills such as counting orally up to 20, associating numbers with quantities, sequencing, classifying geometric shapes, numerical order, size relationships, spatial concepts, representing basic addition and subtraction.
Curriculum
- national_curriculum
- adaptable_to_different_curriculums
Information about curriculum
Escribo Play offers +2,000 games. Each one was created to foster a specific learning goal. These learning goals are included in state and national standards and include oral language, print, vocabulary, early mathematics and science knowledge. The games can be easily tailored to fit specific curriculum needs and can be rearranged to align with the school’s specific lesson plans.
Pedagogical design
User Experience
Ready to Reach All
Infrastructure
- Device compatibilitysmartphone, tablet, desktop_laptop, chromebooks
- Designed for low-cost devicesyes
- Environmentweb_based_accessible_via_a_web_browser_without_requiring_installation_on_a_device, device_installable_requires_installation_on_a_device_to_be_used_i_e_a_mobile_or_desktop_app
- Offline availabilityyes_but_connectivity_for_installation_or_updates_required
- Integration with 3rd partyeducation_learning_data_tools, single_sign_on_or_other_secure_login_tools, user_data_metrics_platforms, lms_platforms
Support
- Training materialsvideo_tutorials, user_manuals, webinars, online_courses, live_training
- Training material languagesEnglish, Indonesian, Portuguese, Spanish,
- Training material target userseducators_and_teachers, students, institutional_or_administrative_staff, parents_or_guardians
- Technical supportemail_supportchatbot_supportlive_chat_support
Local Adaptability
- Curriculum / educational content can be customizedyes
- Visual / audiovisual content can be customizedyes
- Content can be customizedYes
- Current languagesEnglish, Indonesian, Portuguese, Spanish
- Possibility to translate the product to new languageYes
- Licensing information
- the_solution_is_proprietary
Data import/export
- Export data capabilityCSV, JSON, API
- Exportable data typesuser_data, user_performance_and_progress, assessment_results, usage_statistics, communication_logs
- Import data capabilityuser_data, educational_content
- Automationindividual_upload_onboarding, classroom_or_school_level_upload_by_administrator, large_scale_upload_at_a_ministry_institutional_level
Affordability Card
Pricing Strategy
The annual cost per student, USD 24 is much lower than that reported in 90% of studies reviewing other educational interventions (M = $4,752, SD = $9,720) (Kraft, 2020). When compared with these benchmarks (Kraft, 2020), Escribo Play positions itself as an easily scalable solution that provides medium to large learning gains.
Organization Details
Experience with large projects
- experience_with_regional_or_state_government_projects
- experience_with_local_government_projects
- experience_in_partnership_models_with_national_institutions
Large implementation example
We provide the technology and gamified content for Santillana Brazil (Moderna Soluções). They deployed their Aprova Brasil project to support more than 2 million first to fifth-grade students in over 2,000 Brazilian schools. We provide professional development and technical assistance for Santillana's team, which implements the textbooks and games within the state and municipal schools across all regions of Brazil. Our reading fluency module was evaluated in 2023 through a reading olympiad that had a randomized controlled design and involved 23,000 children. This project was conducted solely by our team. The evaluation revealed significant and robust gains from the fluency module. We are currently preparing scientific publications on this evaluation.
Leave No One Behind
Accessibility of Design
Equity of access & Gender
Get in touch with the organization

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