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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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7 Edtech Trends to Watch in 2022: a Startup Guide for Entrepreneurs

Edsurge

In 2021, edtech companies continued to connect students, educators and families all over the world, resulting in another record year of investments, mergers and acquisitions and global expansion like never before. This is an exciting time in the edtech industry, filled with endless opportunities for those looking to launch a new company.

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TCEA 2018: Educators Meet in Austin to Discuss the Future of the Classroom

EdTech Magazine

5-9, TCEA 2018 is expected to boast more than 8,000 attendees, 1,000 sessions and 450 exhibitors from a variety of tech companies. Two new in-depth sessions include: Innovative Teaching Academy , where teachers can learn more about flipped and blended classrooms, as well as distance learning, gamification, makerspaces and design thinking.

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Texthelp Launches WriQ to Automate and Standardize Writing Assessment

eSchool News

Texthelp ®, a leading education technology company focused on helping learners of all ages and abilities improve their reading, writing, and math skills, today announced the launch of WriQ ®, a cloud-based writing assessment and achievement tool. “WriQ, has been designed with those needs in mind.

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Learning Games Startup, Motion Math Moves to a New Home: Curriculum Associates

Edsurge

In its 48-year history, Curriculum Associates has acquired only one company. His company’s flagship digital product, i-Ready , is a K-8 math and literacy tool used by nearly 15 percent of K-8 students across the country. “I The two companies have had on-and-off conversations about partnership opportunities since 2012.

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Why gamification works [Part 1]

Neo LMS

Candy Crush, a mobile gaming phenomenon, earns its makers, Swedish-based King Games, big money: $250 million in the company’s last declared quarter alone. To date the game has been downloaded an eye-popping 2.7 Gamification versus play. The post Why gamification works [Part 1] appeared first on NEO BLOG.

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10 Ways to Publish Your Game Anywhere

The Game Agency

No need to download any software. I deployed the Jump and Match games on behalf of a leading Fortune 100 processor company. This is a great way to make a company wide conference call more engaging. Mercer’s 2018 Global Talent Trends survey found that “most employees want their company to offer more flexible work options.”

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