Latest Trends in Education Technology
Let's talk avout Edtech trends of the past days.
1. Technological immersive learning
Extended reality (XR) - (extended reality) - combines all realities into one coherent concept: augmented (AR), virtual (VR), mixed (MR). And this is one of the biggest edtech trends this year.
The price of a standalone VR headset is already lower than ever and is expected to drop even more (to $ 200 by 2023). This will allow many more schools to use them as a standard part of their curriculum.
In addition, the total cost of augmented reality in education is expected to reach $ 5.3 billion by 2023.
How to use these technologies:
- AR: Students can see 3D images of dinosaurs, chemical elements, human body and more
Product example: Adobe Aero, make it easy for anyone to create augmented reality
- VR: can be used to save on physical hardware. Danish startup Labster provides interactive VR labs where STEM students can experiment.
Why it's cool: You don't need a million dollar labs.
Another example: Google Expeditions allows students to take virtual tours of the Louvre and other attractions.
Another example: Interplay Learning teaches skills such as repairing heating, ventilation and air conditioning and installing solar panels.
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2. Immersive learning without XR.
Example: makerspaces or "creator spaces".
Not related to augmented reality and virtual reality, makerspaces are physical areas of a classroom, school, library, or community center that allow students to create things by hand. They can be used for any creative endeavor such as creating books or art. But makerspaces are often used for technology projects.
For example, students use the littleBits sets to learn programming.
3. Innovative homeschooling startups k-12
What is k-12: kindergarten to grade 12 curriculum
About Homeschooling: Interest in homeschooling in the United States has been growing for many years. In fact, schoolchildren who are homeschooled make up 3.4% of American school age children. But a lot of home schooling is still done with pen and paper, and workbooks, which can be expensive or outdated.
Therefore, it is not surprising that startups are looking for new, technological solutions:
Prisma is a mix of personal and live online learning, Prisma shares the roles of instructor and facilitator / trainer. Very nice, handy program.
Outschool - Out-of-school work by recruiting students with teachers for online, small-group, live-streaming.
Primer - The startup wants to build a "full stack infrastructure" to help parents educate their children at home, in hopes of making homeschooling mainstream. It includes a tool to help parents navigate local regulations and a library of curated educational resources.
There is probably no bigger trend in education in 2021 than e-learning.
Allows instructors to reach many students at the same time - or at different times, in the case of pre-recorded courses on demand. And at a much lower cost than traditional face-to-face classes. Unsurprisingly, this industry is expected to reach $ 375 billion by 2026.
There are also tools that are not created for online learning, although they are also massively used to teach courses on the air (Zoom.)
Also in recent years, some American colleges have started offering 100% online bachelor's degrees.
And many others offered online courses during the pandemic. It is safe to assume that a significant proportion of them will continue to offer online training in the post-crisis.
Coursera partners with dozens of universities (including Stanford and Yale) to deliver degrees and courses online, and outside of college, Udemy offers online courses for professionals looking to improve their skills.
Other players in the e-learning space include:
• Masterclass, subscription service for on-demand courses taught by celebrities
• Teachable and other platforms for creating courses for entrepreneurs
• Lessonly, B2B learning software
• DailyBurn, an app for courses and exercises
According to a survey of IT leaders in the US education system, only 7% expect their school districts to return to pre-pandemic learning in the field this fall. However, 87 percent cited off-campus internet accessibility as an urgent issue to maximize distance learning opportunities.
5.adaptive learning with AI support
Adaptive learning is a high-tech form of personalized learning.
Thanks to AI, digital learning interfaces can adapt to students' needs in real time, providing the lessons and exercises needed to fill knowledge gaps and reinforce concepts. Everything is at the level of every student.
One example is the AI-powered math tutoring service Thinkster, which promises to improve math scores by up to 90% for grade 8 students.
And in April 2020, Thinkster acquired another AI-powered adaptive learning service called SelectQ. SelectQ uses Tutoring technology to prepare for the SAT test.
Responsive learning is also featured in ROYBI's robot, named one of Time Magazine's Best Inventions of 2019.
ROYBI uses machine learning to adapt its educational content to the child who interacts with it, taking into account the learning style and emotions of the child.
Artificial intelligence is also used to evaluate essays in at least 21 US states, although the results are not always flawless.
AI-enabled chatbots are also becoming more common.
For example, the Duolingo chatbot uses adaptive learning to teach foreign languages.
And chatbots like Ivy.ai and AdmitHub are used as senior administrative assistants, helping with everything from the college admission process to student housing and financial aid.
These automated tools can dramatically cut costs for colleges, as the average call center cost is around $ 5.
Gamification in education is nothing new. For centuries, teachers have offered prizes to students for reading books, getting good grades, or otherwise good teaching.
But in the digital age, game mechanics can be used much more.
In fact, many educational tools are just games.
Minecraft is probably the most common example. This sandbox style game has been used to create stage performances, write stories, and even teach DNA to students.
And with over 100 million monthly players, the Roblox gaming platform is now even bigger than Minecraft. It is used all over the world for teaching programming and game design.
On the other hand, game mechanics are also added to non-games.
Socrative offers a "space race" feature that turns quizzes into a competitive game.
Knowre brings game mechanics (and adaptive learning) to math lessons.
And ClassDojo can add score-based gamification to just about any subject.