GESS Education Awards Categories
The GESS Awards shine a spotlight on excellence in education across 30 key categories – from innovation in edtech to outstanding teaching practices and leadership in education.
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Awards for Suppliers/Distributors and Products/Services
Rising Star – Start Up Company of the Year
This award will be presented to suppliers and/or distributors that supply education institutions (either directly or indirectly) with high-quality, safe products appropriate to every day teaching and learning needs. To be considered for this award the supplier/company should have been trading for no more than 3.5 years.
Best CSR Programme for Education
This award will be presented to companies that demonstrate and implement outstanding Corporate Social Responsibility initiatives pertaining to education that enhances the quality of education in their respective communities.
Early Years Resource/Equipment Supplier of the Year
This award will be presented to a supplier and/or distributor that supplies education institutions (either directly or indirectly) with high-quality and safe Early Years products appropriate to every day teaching and learning needs.
Primary Resource/Equipment Supplier of the Year
This award will be presented to a supplier and/or distributor that supplies education institutions (either directly or indirectly) with high-quality and safe products appropriate to every day teaching and learning needs for Primary students and teachers.
Secondary Resource/Equipment Supplier of the Year
This award will be presented to a supplier and/or distributor that supplies education institutions (either directly or indirectly) with high-quality and safe products appropriate to every day teaching and learning needs for Secondary students and teachers.
Higher Education Resource/Equipment Supplier of the Year
This award will be presented to a supplier and/or distributor that supplies education institutions (either directly or indirectly) with high-quality and safe products appropriate to every day teaching and learning needs for Higher Education students and professors/lecturers.
SEN and Inclusive Resource/Equipment Supplier of the Year
This award will be presented to a supplier and/or distributor that supplies education institutions (either directly or indirectly) with high-quality and safe products appropriate to every day teaching and learning needs for SEN students to help integration and promote inclusivity.
Best Free Digital Tool for Education
This category recognises an App/Software/Resource that is FREE to use and has contributed to improving the quality of education. It should be appropriate to every day teaching and learning needs.
Best Paid for Digital Tool in Education
This category recognises an App/Software/Resource that has a cost associated with its use and has contributed to improving the quality of education. It should be appropriate to every day teaching and learning needs.
Best Digital Educational Resource/Product
This category recognises a digital product or resource that has significantly contributed to improving the quality of education. This resource could be a software application, a web-based tool, a mobile application, or any other digital resource that facilitates and transforms teaching and learning.
Best XR/VR/AI Product
This category recognises innovative products that incorporate extended reality (XR), virtual reality (VR), and/or artificial intelligence (AI) technologies in the classroom. Eligible products may include educational software, apps, hardware, or other tools that utilise these technologies to enhance the teaching and learning experience.
Best Product to Promote STEM/Robotics/Coding
This category recognises a product or solution that effectively promotes and enhances education in the fields of Science, Technology, Engineering and Mathematics (STEM), Robotics or Coding. This could be a software application, hardware tool, learning kit or any other educational resource that helps students, teachers or educational institutions to develop skills and knowledge in these areas.
Best Product to Promote Wellbeing
This category recognises products that promote the physical or mental wellbeing of students and/or staff in school or any other education institution. The award celebrates innovative products that support wellbeing by encouraging healthy habits and emotional resilience.
Best Product to Promote Arts, Music or Drama in the Classroom
This category recognises products that enhance the teaching and learning of these subjects in the classroom. The award celebrates products that support creative expression, cultural understanding and skill development in the arts, music or drama. Only one of the three stated fields are required for the product to be eligible so it could be to help students with Art, Drama OR Music.
Best Product/Resource to Promote Sustainability in Education
This category recognises products that have been designed and manufactured with sustainability and environmental impact in mind. The award celebrates innovative products that are sustainable in their production and use and that adhere to sustainable best practices.
Best Game-Based Learning Platform
This category recognises a product or platform that effectively integrates game-based learning to enhance education. The award celebrates innovative solutions that use gaming principles, interactivity and engagement to improve student learning outcomes across any subject or educational level. Eligible entries may include educational games, gamified learning platforms or interactive tools designed to make learning more immersive and effective.
Awards for Teachers, Schools and Educational Professionals
Lifetime Achievement Award
This prestigious award will be presented to an individual working in the education sector who's work deserves to be honoured for their contribution to education above and beyond their own academic interests.
Best Use of Digital Learning in the Classroom
This award will recognise and reward a digital learning initiative in the classroom that demonstrates an innovative, strategic and far-reaching use of digital education in support of the goals of that institution. This could include but not necessarily be limited to the initiatives undertaken to promote distance/hybrid learning and other responses brought forth by the pandemic.
Best Use of STEAM Learning in the Classroom
This award will recognise and reward a STEAM (Science, Technology, Engineering, Art and Mathematics) initiative in the classroom that demonstrates an innovative, strategic and far-reaching use of STEAM in support of the goals of that institution.
Ambassador for the Environment
This award seeks to recognise and reward those institutions or individuals that can demonstrate a positive impact either within their school or community of their sustainable initiatives either by increasing environmental awareness or by positively contributing to a more sustainable/environmental approach.
Community Award for Citizenship
This award will be presented to an educational establishment or individual who can demonstrate real value to the community it/they serve through the most imaginative attempt to aid the wider community socially, culturally or economically.
Innovation in Education
Presented to a member of the teaching profession or an educational professional working in schools or colleges or other educational institutions, nominated by themselves or their peers for outstanding innovation or creativity in teaching. This could include but not necessarily be limited to the initiatives undertaken to promote distance/hybrid learning and other responses brought forth by the pandemic.
Best Initiative to Promote Inclusivity
This award seeks to recognise and reward those institutions or individuals that can demonstrate a positive impact either within their school or community of their inclusion initiatives by contributing to a more inclusive approach in education.
Best Wellbeing Initiative for Students or Staff
This award seeks to recognise and reward those institutions or individuals that can demonstrate a positive impact either within their school or community of their wellbeing initiatives by increasing the physical, mental, and/or social wellbeing of their students and/or staff.
Positive Change in Education
Presented to a member of the teaching profession or an educational professional working in schools or colleges or other educational institutions, nominated by themselves or their peers, for making a positive impact and significant change in education through an initiative of their own. This could be an impact on certain students, the classroom, the institution as a whole or even on other educators/colleagues.
Outstanding Contribution in Education
Presented to a member of the teaching profession or an educational professional working in schools or colleges or other educational institutions, nominated by themselves or their peers for outstanding contribution to education above and beyond their day to day job role.
Best Use of Gamification in Education
Presented to a member of the teaching profession or an educational professional working in schools or colleges or other educational institutions, nominated by themselves or their peers for outstanding contribution to education above and beyond their day to day job role.
Outstanding Creative Educator of the Year
Recognising an educator who has made a significant impact on students through innovation in art, media or design education.
Best Use of Technology in Creative Education
Recognising an educator or institution that integrates technology to enhance creative learning e.g. digital media, AI or interactive tools.
Creative School of the Year
Recognising a school or institution that champions creativity across disciplines, fostering an environment where students can thrive in creative subjects.
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