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Future of Education Technology in 2024

Technology has always been the main driver of innovations in almost all spheres of our lives, and the education sector is no exception. Education technology, or EdTech in short, means various types of technologies and solutions integrated into the learning or teaching processes to transform traditional approaches and make education more accessible, engaging, personalized, and effective for both students and teachers. Ed Tech solutions can relate to hardware such as computers, tablets, and interactive whiteboards or software like educational apps, simulation software, or online collaboration tools. 

According to Grandview Research, the global EdTech market was valued at USD 142.37 billion in 2023 and is expected to grow at a compound annual growth rate (CAGR) of 13.6% from 2023 to 2030. This projection means that the industry is growing fast and shows no signs of slowing down. In 2024, we can expect to see further evolution of previous trends and the appearance of new innovative solutions, further transforming the way we teach and learn. 

Here are some key trends in the Ed Tech industry that can offer valuable insights for businesses looking to use new technologies or searching for ideas to develop their own solutions.

Immersive Learning Environments

Virtual reality (VR) and augmented reality (AR) technologies transport students to immersive virtual environments or overlay digital information onto the physical world. Students can step into other times, places, and dimensions and interact with the world in ways that would be impossible or impractical in the real world. They can explore the ocean's depths, travel to the center of the Earth, see plants grow at an accelerated pace, witness key historical events, or even the formation of a galaxy closer to a black hole. 

These immersive and interactive experiences obtained via VR and AR technologies can increase student engagement and motivation. Realistic simulations offer memorable experiences and make learning more enjoyable and effective. They visualize complex concepts and processes, making it easier to understand and remember them. AR and VR can facilitate remote learning by allowing students to participate in immersive activities anywhere in the world. The potential of VR/AR to unlock creativity, curiosity, and empathy in learners of all ages and backgrounds is immense, and we expect them to receive more and more adoption in the education sector. 

Many companies are creating AR and VR apps or learning platforms to support this trend and make these technologies more available in education. There are lots of learning apps and platforms, and here are a few examples that cater to different types of learners:

  • Unimersiv - a VR educational platform that offers a variety of VR experiences in fields such as history, science, and art.

  • Engage - a VR app that allows students to attend virtual classes and interact with teachers and other students in a virtual classroom environment. 

  • Nearpod VR - a VR app that provides interactive lessons and immersive learning experiences for students. Teachers can use the app to create their own VR lessons, which can include 3D models, videos, and other multimedia content. 

  • Labster - a VR laboratory simulation platform that provides students with access to realistic virtual lab environments where they can conduct experiments related to biology, chemistry, and physics, analyze data, and explore scientific concepts in a hands-on manner.

  • Arloon Plants - an AR app designed to help students explore the structure and functions of different plant parts, such as roots, stems, leaves, flowers, and fruits. Students can interact with 3D models of plant structures overlaid in the physical environment using their smartphone or tablet camera.

  • Quiver - an AR app for the smallest students. It provides an immersive learning experience with coloring pages that become animated. 

Personalized and Adaptive learning experience 

Artificial Intelligence (AI) is revolutionizing various industries, including education. The use of AI technology in education enables personalized and adaptive learning experiences. Through AI and ML algorithms, student data, performance, and behavior are analyzed to create customized learning paths that cater to individual needs and learning styles. It means that students can receive personalized feedback, support, recommendations, and resources tailored to their learning preferences and pace. Such a personalized approach increases student engagement, motivation, and performance. AI technologies also benefit teachers as they can automate tasks such as paper grading, attendance tracking, and course scheduling, allowing teachers to focus on other aspects of the learning process.

The growing demand for tailored learning experiences has spurred the rise of AI-powered startups offering adaptive learning platforms, intelligent tutoring systems (ITS), and virtual assistants. These AI-powered platforms are designed to adjust the difficulty level of content and learning activities in real time based on student progress, ensuring optimal engagement and knowledge acquisition. AI-powered virtual assistants are available 24/7 to answer student questions and provide personalized support and guidance to both students and educators, enhancing learning accessibility and flexibility. These systems are continuously evolving, promising to make learning even more tailored and engaging. 

Here are some examples of existing ITS, adaptive learning platforms, and AI virtual assistants that are paving the way for the future of education:

  • Carnegie Learning - an ITS that offers personalized math, literacy, and language learning programs that adapt to students' individual learning needs and track their progress over time.

  • Duolingo - an AI-powered language learning platform that adapts lessons based on user preferences, proficiency level and performance.

  • DreamBox Learning - an adaptive learning platform that offers a math and reading program that adapts to each student's level of understanding or proficiency and provides personalized lessons.

  • Knewton Alta - an adaptive learning platform that personalizes digital courses for math, biology, chemistry, physics, economics or psychology based on each student's proficiency and pace.

  • ALEKS - an ITS for math, chemistry, and statistics that assesses student knowledge and provides individualized instruction.

  • Google Assistant for Education offers features like scheduling reminders, accessing study resources, and providing answers to educational queries.

Gamification

Gamification in education involves integrating game-like elements and gaming mechanics into learning environments to engage students, motivate them, and improve their overall learning experience. Such game-like elements may include earning achievement badges or virtual points for completing tasks, a virtual leaderboard to compete with peers, a progress indicator, etc. Numerous studies have confirmed that gamification has positively impacted students' exam scores. For instance, according to Axion Park, challenge-based gamification can improve student performance by 89.45% compared to lecture-based education. It can be attributed to the fact that gamification itself taps into intrinsic motivators such as competition, achievement, and progression in an engaging and entertaining way. 

The primary goal of gamification is to make learning more interactive and engaging, increasing student retention. Gamification can capture students' attention and encourage active participation with immediate feedback. It allows students to learn from their mistakes and successes in real time and develop various skills, including problem-solving, critical thinking, decision-making, and creativity.  

Gamification in education has gained significant traction in recent years, and this trend is only expected to increase. Here are the some inspiring examples that demonstrate how gamification can be effectively used to increase student engagement, motivation, and learning outcomes in various educational contexts:

  • Kahoot! - a game-based learning platform that allows educators to create learning games, trivia quizzes, surveys, and interactive student presentations. Kahoot! incorporates elements like points, leaderboards, and instant feedback to make learning more engaging.

  • Classcraft - a platform that gamifies classroom management and behavior. Students can create characters and embark on quests, earning points and rewards for positive behavior and academic achievements.

  • Minecraft: Education Edition is a version of the popular game Minecraft specifically designed for educational purposes. Teachers can create virtual worlds where students can explore, build, and collaborate on projects. Minecraft encourages creativity, problem-solving, and critical thinking skills in an immersive, game-like environment.

  • Prodigy - a math learning platform for elementary and middle school students, where they solve math problems to progress through the game, battling monsters and earning rewards along the way. Prodigy adapts the difficulty level of questions to each student's skill level, providing personalized learning experiences.

Education Wearables and Interactive Tools

Wearables can track various metrics such as health and fitness data, provide notifications, or offer other functionalities. This wearable technology has also started finding its application in the education sector. Educational wearables and other interactive tools can transform how students record notes, simplify tracking progress, enhance interactions between teachers and their students, remind students and educators of deadlines and lessons requiring their attention, and offer real-time feedback. However, ensuring wearable technology is accessible and convenient for learners at all levels remains a challenge that EdTech innovators must overcome in 2024.

Here are some examples of educational wearables and other educational interactive tools:

  • Wearable Language Translators like the WT2 Plus Translator Earbuds are designed to translate spoken language in real-time. They can be valuable tools for language learning and communication in multilingual environments.

  • Smart Pens, such as Livescribe smartpens, record handwriting and simultaneously capture audio. They are used for taking notes during lectures or meetings, as users can later tap on their notes to hear the corresponding audio recording.

  • Educational bands, such as the LeapBand by LeapFrog, are designed for young children and encourage physical activity through interactive games and challenges. These devices can also incorporate educational content to support early learning concepts like numbers, letters, and colors.

  • Wearable microscopes, such as the Foldscope, allow users to explore the microscopic world anywhere they go. These compact devices are particularly useful for hands-on science learning and fieldwork.

  • Virtual Reality (VR) Headsets: VR headsets like HTC Vive can be considered educational wearables when used in educational settings. They provide immersive experiences for virtual field trips, historical reenactments, scientific simulations, and other educational applications.

In conclusion, technology is revolutionizing the education sector in unprecedented ways. Gone are the days of one-size-fits-all teaching. We're fortunate to have incredible tools that make learning easier and more efficient: we can have personalized learning, attend virtual classes from anywhere, play educational games, and use interactive tools to reach our goals. Now is the time to embrace technology and provide powerful solutions that meet the changing needs of learners at all levels.

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Charlie Lambropoulos

04/10/2024

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