Réalisé avec le soutien du
For children aged 8 to 12
Archipel is designed for classroom use,allowing teachers to take control of the game's content, differentiate student pathways, and benefit from a range of additional resources (conversion charts, reward cards, etc.).
Can be installed on PC and tablet..
Archipel transforms learning mathematics into a captivating adventure.
Each child can progress at their own pace, according to their needs.
Archipel creates a positive environment where each student feels capable and supported in their learning.
Ms. Cécile - 4th grade teacher
The alternation between playful and educational phases not only alleviates the cognitive load the student between two sets of exercises but also highlights their efforts through the symbolic representation of progress..
Educational phase
Each island represents a specific concept. By exploring these islands, students reinforce their knowledge while having fun, making math learning both accessible and motivating..
Educational phase
The formidable Kraken, guardian of the seas, challenges students with mental math questions.They must demonstrate speed and accuracy to defeat him!
Educational phase
Beware of the treacherous shores where Olaf the Viking lurks! If the children allow him to approach, they must prove their mastery of numeration skills in order to continue their journey.
Playful phase
Each success is rewarded with treasure chests that allow children to build their own island. This feature enables them to create a unique space that reflects their progress and achievements.It's a way to visualize their successwhile motivating them to continue learning and progressing.
Set sail and contact us for any questions or suggestions.
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