How Can K-12 Schools Improve Learning Outcomes with Technology?

Kitaboo on EdTech

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.