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. Games can be used to liven up classroom teaching.
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