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Education Technology Insights | Thursday, September 29, 2022
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Most EdTech businesses believe that digitising conventional teaching techniques and gathering as much content as possible will help them succeed.
FREMONT, CA: Most EdTech businesses today believe that digitising conventional teaching techniques and gathering as much content as possible are the keys to business success. Hence, learning in the digital age needs to be completely reevaluated.
The world has drastically changed in the last decade with the introduction of personal computers and, subsequently, smartphones, ushering in the age of distraction. Consumers receive hundreds of emails, messages, and social media notifications daily as they are constantly online. The fragmentation of the day's hours by technology makes it impossible to pursue deeper study.
Bite-sized Learning Replacing Traditional Models
Researchers at the Massachusetts Institute of Technology have discovered that online course dropout rates have risen to 96 per cent. It implies that the current generation of digital learning techniques, or EdTech 1.0, is ineffective.
EdTech firms prioritise generating bite-sized information. Learners don't need to dedicate hours to studying; all it takes is 5 to 15 minutes a day to complete. By the end of the year, reading or listening to one book summary daily on the online learning platforms provides all the essential details.
Gamification as a Way to Motivate Learners
The traditional teaching methods are tedious, demand a lot of concentration, and involve constant effort. However, for the contemporary clip-thinking user, games make learning exciting and engaging with goal setting, winning points, going to the next level, and obstacles.
The term edutainment in 1973 describes the genre of interactive animal films, combining learning and gaming mechanics. Initially utilised for children's learning, edutainment has gained popularity with adult audiences. As a result, the market for educational entertainment is growing and is predicted to reach USD 10 billion by 2025. Gamification captures interest and fosters a desire to learn. Additionally, it changes studying from a tedious requirement into something to choose in advance.