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Edtech Trends From 2020 And Beyond

Ask a Tech Teacher

I’m the CTO of a tech company and for more than five years I have been busy with teaching programming courses and sharing my expertise with novice specialists. 6 Edtech Trends to Keep an Eye On. However, due to the rapid spread of the coronavirus and the global lockdown, distance learning became vital in 2020. Bottom line.

Trends 278
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64 predictions about edtech trends in 2024

eSchool News

As we wave farewell to 2023 , we’re looking ahead to edtech trends in 2024 with optimism for education as a whole. Although AI is not new in other industries, it’s still an emerging trend in education and we are finally allowing ourselves a glimpse of hope, skepticism and wonderment.

Trends 143
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Top 5 new EdTech tools that you might use in your university

Neo LMS

According to the report, the EdTech industry will reach a global value of $252 billion by 2020. For instance, Osso VR is a virtual reality technology company founded on the principle of training surgeons with real world skills that can be directly applied when in the operating room. But what is the purpose of gamification ?

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How Recruiters Can Use Gamification To Attract And Engage New Employees

The Game Agency

Originally featured in Forbes, Jan 8, 2020. With this in mind, more and more companies are creating games to analyze the decisions people make to help them identify candidates who are best suited for their company. The Rise Of Gamification In Recruitment. Gamification can help to immediately engage potential employees.

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65 predictions about edtech trends in 2024

eSchool News

As we wave farewell to 2023 , we’re looking ahead to edtech trends in 2024 with optimism for education as a whole. Although AI is not new in other industries, it’s still an emerging trend in education and we are finally allowing ourselves a glimpse of hope, skepticism and wonderment.

Trends 52
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What Will Online Learning Look Like in 10 Years? Zoom Has Some Ideas

Edsurge

Millions downloaded it—and first learned of it—back in early 2020, when lockdowns forced billions of students online, and at least 100,000 schools onto Zoom. But as the company itself will tell you, it didn’t spring up overnight. In the future, there may be many such companies piggybacking off Zoom’s popularity.

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How Research-Informed Games May Result in Deep Learning Experiences

Edsurge

But for SplashLearn CEO Arpit Jain, it is important to make a distinction between gamification and game-based learning (GBL). Whereas games and gamification are often focused on external rewards, game-based learning relies upon intrinsic motivation. EdSurge: What inspired you to create SplashLearn?