The combining of pedagogy and play has existed since the dawn of human history and intelligent animals.

There is no doubt, that pedagogy and play were meant for one another, like ‘two peas in a pod’ and that any attempt to separate the two will make learning and skill-developing less effective and more difficult.

Entropy Organizational Development (formerly, the ‘Game of Life’), significantly touches on the fields of education, teaching and academics through a unique model we developed. Through our model, we enable all those engaged in these fields to receive tools to create their own playdagogy within the learning space, without the need to invest time, energy or employ special aids.

We deploy unique training programs for educators and teaching staffs, aimed at introducing the gamification world into the classrooms. During the training we make the lingo and approach accessible by teaching and instilling models, knowledge and skills from the worlds of ‘gamification’ and positive psychology.


In-depth acquaintance with the principles of gamification as a tool for meaningful learning.

Improving the learners’ functions through gamification tools

Providing applicational tools for operating the gamification learning in a manner suited to the different learning subjects

Providing tools for improving the sense of belonging, capability and autonomy in each lesson


Participants learn to use the “Playdagogy” tools fan that includes dozens of learning games that can be tailored to any topic or teaching content.

The fan is divided into categories of learning advancing activities, that do not require preparation ahead of time nor any special equipment!

The content includes:

    • Positive psychology
    • The role of ‘play’ in learning processes and skill development
    • A flow model as a basis for “Result Oriented Gamification”
    • The Triangle Challenge model
    • The AMtL model – Activity Moves to Learner
    • Learning advancing activities
    • Developing the creative brain
    • The principles of magic in play – ‘action time’ – right to choose, immediate emotional feedback, a narrative, gradualism, safe ‘mistake’ zone, design, sharing, surprise
    • The ‘SPSE’ model – simple, professional, short and enjoyable
    • How to instruct and guide gamified learning
    • The model – the four stages of creating learning implementation games.