We improve learning retention, by making it a fun experience.

On average, 25% of students drop out of each university subject within the first four weeks of teaching. Students are surrounded by distractions, many of which are on their mobile devices, making it a challenge to engage them in academic learning.

How Quitch uses gamification.

We apply game elements and game design techniques in non-game contexts.

• Push notifications, which ‘push’ content and questions out to students on their mobiles.

• Game elements like timed questions, points for successful answers competitive leaderboards, and achievement badges.

Our Awards


Start Up Of The Year

Education Technology

Innovation in Accounting

Education Award

Innovation Of The Year

What Our Users Say


  • “I use Quitch with my 1st year accounting students and they love it. It is completely voluntary and no marks attached and I still have over 150 students from a class of 220 participate. The students love it when I show the leader board in class an award a chocolate frog to the weekly leader!”

    Dr Robyn Davidson – Associate Head, Teacher and Learning.
    The University of Adelaide Business School – Accounting & Finance

  • “Quitch is an easy App to load questions for students to access. The app is also easy for students to download and use at their convenience and compatible with their mobile phones and other devices. It is great to know how many have been using it and students were very positive in their feedback.”

    Mrs. Kathleen Griffiths – BEc., M.B.A., MEd.
    Course Co-ordinator and Lecturer in Global Marketing. Course Co-ordinator Internships – RMIT University

  • “We used Quitch with the full time MBA cohort at UWA for the first time in 2017. The engagement was fantastic with 90% of the cohort using the resource extensively. Students really enjoyed the convenience of it being accessible on mobile devices.”

    Phil Hancock – BCom MCom W.Aust., FCPA, ACA
    Associate Dean – The University of Western Australia


    We apply game elements and game design techniques in non-game contexts.


    Students can access course material at a time of their own choosing on their mobile device.


    Ability to view response times and accuracy statistics which populates a leaderboard.