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Open World Game Linked to the National Curriculum Launches

Graham Turner


The mobile game for children aged 5-11 is aligned to the national primary school curriculum and gives parents real-time access to their child’s ‘performance dashboard’.

The first open-world computer game to be linked to the national curriculum has been launched today by London-based edtech firm, Cosmico.

The game, which is available across IOS and Android devices, sees children explore the Cosmico universe, learning and testing themselves in order to progress.

Speaking about the game, Ibrahim Farook, CEO of Comsico, said: “Our aim is to make children fall in love with learning through gamified tailored education. We want each learner’s needs to be carefully assessed and catered for regardless of age, location, gender, or ability.”

Developed by education specialists, Cosmico’s game is aligned to the national primary school curriculum in English, Science and Maths and allows parents to review their child’s progress through a real-time dashboard with bespoke insights into their child’s performance.

The parent’s portal presents how much time kids spend playing, the percentage of the curriculum they have covered, their improvement, how they compare to the national average, and which subjects they struggle with most.


During the validation process of the Cosmico game, it was tested with more than 2,000 children across 27 schools in the UK. During that period, the children demonstrated a 20% increase in attainment for critical subject knowledge.

Farook continued: “We are always quick to blame technology for the impact it has on education, and it’s true that the way children consume information has and continues to digitise year-on-year. But rather than battle against it, we think it is time to embrace it and utilise it to educate children in ways that will ultimately get the best out of them.”

Cosmico developers are utilising the latest in artificial intelligence and learning to ensure the game captures all relevant data for how the students and their parents consume information as well as what more they want from the game.

The game also saw a significant increase in levels of retention amongst children with learning difficulties, something that was a driving point behind the game’s development.

Graham Turner

Sub Editor

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