article thumbnail

Edtech Trends From 2020 And Beyond

Ask a Tech Teacher

So, in this article, I’m going to share my thoughts and experience about the technologies and solutions that reshape the educational industry and the way we learn in 2020 and beyond. However, due to the rapid spread of the coronavirus and the global lockdown, distance learning became vital in 2020. Gamification. edtechtrends.

Trends 286
article thumbnail

12 Innovative Digital Tools to Engage High School Students

Ask a Tech Teacher

And in 2020, 83.7 Gamification Tools Gamification tools are revolutionizing education by turning learning into a series of challenges and games. Plus, 90% of people admit that gamification increases productivity , so just imagine what it could do for the students in your classroom. That’s about 25% of the US population.

Tools 369
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

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 ?

EdTech 347
article thumbnail

It’s 2020: Have Digital Learning Innovations Trends Changed?

Edsurge

The primary trends identified by the team were: adaptive learning, open education resources (OER), gamification and game-based learning, MOOCs, LMS and interoperability, mobile devices, and design.

Trends 187
article thumbnail

How Recruiters Can Use Gamification To Attract And Engage New Employees

The Game Agency

Originally featured in Forbes, Jan 8, 2020. The Rise Of Gamification In Recruitment. According to one report, the “global gamification market was valued at $6.8 I see firsthand how often businesses are adopting gamification for multiple purposes, and one of them is recruitment. Implementing Gamification In Your Company.

article thumbnail

What was our biggest episode of 2023?

The Thinking Stick

As a teacher, Mashfiq utilizes classroom gamification tools in order to support all of his students and make science more engaging. When the 2020-2021 virtual school year started, Mashfiq created an after school Minecraft Club in order for students to have a place to relax and de-stress through gaming during the pandemic.

article thumbnail

291: The Magic of Minecraft

The Thinking Stick

As a teacher, Mashfiq utilizes classroom gamification tools in order to support all of his students and make science more engaging. When the 2020-2021 virtual school year started, Mashfiq created an after school Minecraft Club in order for students to have a place to relax and de-stress through gaming during the pandemic.