Finalist

EdTech Innovation of the Year Award

Ryze EdTech app and platform

Finalist EdTech Innovation of the Year Award

Norwich Business School, University of East Anglia - United Kingdom

"Transforming learning through digital innovation and outstanding multi-media. "


Have a say and vote for this entry to win the People's Choice Award!


Registered vote
500 points per vote

Provide your email address and click on "vote". You will then receive an email that enables you to verify your vote by clicking on a link.

Social media vote
1500 points per tweet. 1000 points per retweet. 250 points for a like.

Support this entry by engaging with it on Twitter. Tweet or retweet using the following two hashtags to support this entry (use both hashtags in the same Tweet). Also, if you "like" an existing Tweet with these hashtags, the entry gets points.
#ACEEU_Awards
#2025Entry1103

Summary

The Ryze mobile first app and content creation platform from Studious Digital Education, a Norwich Business School, University of East Anglia spinout, represents a breakthrough in educational technology specifically designed to bridge the engagement gap between traditional academic delivery methods and the digital consumption habits of today's students. The innovation directly addresses one of higher education's most pressing challenges: maintaining student attention, involvement and engagement in academic learning against a wider societal background of technology dominated by competing short-form, visually stimulating content platforms. Unlike conventional learning management systems, Ryze incorporates gamification elements that transform education from a passive experience into an interactive journey. Students create personalised avatars and earn points for completing lessons, knowledge-checks and modules, introducing achievement-based motivation into the academic experience. This game-like framework maintains engagement through intrinsic reward systems that appeal to Gen Z's preference for interactive experiences as well as providing a professional place for executive learners on management training programmes to engage with content in-between meetings and busy working lifestyles. What distinguishes Ryze from many educational technologies is its grounding in pedagogical research. Rather than simply digitising traditional pedagogical materials, the platform fundamentally reimagines content delivery based on evidence-based educational principles, enhanced by vibrant visuals and interactive elements specifically designed to maintain cognitive engagement and meet the expectations and flexible learning styles of today’s students.

Key People


Dr Ivan Mitchell
Co-CEO / Associate Professor
Norwich Business School,  University of East Anglia



James Gardiner
Co-CEO / Associate Professor and Associate Dean - Employability
Norwich Business School,  University of East Anglia


Acknowledgements

We would like to acknowledge the contributions of many people along the way, though none more than Dr Sarah Warnes of University College London. Sarah was a co-founder and brought immense inspiration and imagination to the apps and team, particularly as the initiative was in its early days. Thank you Sarah for all you have done.

We would also like to thank the founding Board too, colleagues that have offered immense guidance, coaching and support during our years of operating. Thank you, Prof Frances Bowen and Jason Brown, for all your insight and guidance over the years.

Images

Ryze and NBS UEA Logo

Ryze

Ryze screen

Ryze Data

Ryze Videos

Ryze Gamification

IMPACT STORY

Impacting lifes

Our vision with Ryze has always been to transform the learning experience with digital technology and innovation. This is an example of feedback we have often received since launching. The student was a first-year undergraduate from the University of Exeter. The feedback was sent unprompted.

“I just wanted to email you to say the use of Ryze was a wonderful idea and as a student I am loving it so far. I was dreadingthat the whole semester would be just reading 70+ page documents of thick theoretical concepts, and while I understand that such readings must still be necessary Ryze content just makes the learning process so much more fun and interactive and I would love to see more modules use it!”.

LEARNINGS

Lessons learned

Having a vision for a better higher education takes imagination and courage. Delivering the vision into a realisable state takes determination and patience. We have had many ideas along the way with Ryze. Many we have delivered on. Some we have tried and had to learn the hard way. But in all things we have carried a deep sense of shared purpose that we want the world to experience more engaging learning and education. This was the cornerstone for why we do what we do.

If there was one piece of advice we would give to others thinking of developing their own EdTech platform, it’s this: remember driving innovation is a team sport nestled in a wider community purpose. There will be people that come and go on the journey towards realising your vision. Be grateful for their contributions. There will be times when it is all going well: cherish those moments with humility. There will be occasions that are difficult: find the resilience to keep going if you can. Above all, whatever the impact, enjoy it and have some fun trying to change the world, even if that world is just our own student group. That’s how we started, and we couldn’t be more grateful for the opportunities that followed.

FUTURE PLANS

What's coming?

Our goal is to make impact. We're continually updating the apps with new features and innovations. This is fun and keeps our apps fresh. What we really love is for as many students to experience top quality digital learning as possible. And to that end, we now have a key focus on expanding internationally through partnerships and collaboration. We're also big believers in widening access wherever we can and have numerous projects in that space as well.


KEY STATISTICS

17,000

Unique app users since launch

96,600

Video views

877,000

Video loads

49

Apps and multimedia used in 49 countries worldwide

50

Courses in Business and Management

2025 © ACEEU. All rights reserved.