How Can K-12 Schools Improve Learning Outcomes with Technology?
Kitaboo on EdTech
JUNE 27, 2019
The report further states that by 2025, there would be 15 million users of educational AR worldwide, amounting to a $700 million market. Gamification: Let’s be honest – given a choice between playing a game or solving Math problems, students would definitely prefer playing a game. However, it is important to make a distinction between games and gamification. Technology is making inroads in every aspect of our lives and education is no exception.