Top Five EdTech Trends in 2019

Coursework, assessments, projects, and exams are all synonymous with education. The basic goal is commonly to complete the task, but to complete it with quality content has always been a question. This is where EdTech has walked in as an interesting and efficient tool to get solutions and promote discussions through peer-to-peer learning. Technology is evolving every year, and the good news is that it is developing how we learn.

EdTech could be the cornerstone for our future generations. EdTech technologies have already helped to expand the participation, knowledge retention, individual learning, collaboration, and other life skills of students. Along with the top five EdTech trends, we have featured EdTech experts from different educational backgrounds, too.        

  1. Augmented Reality

By the end of 2020, it is anticipated that there will be more than 1.5 billion AR-compatible smartphones, and it will surprisingly shoot up to 3.4 billion by 2023, according to AR insider. The adoption of AR in educational applications is growing exponentially. Generally, an enhanced version of reality where live images of real-world situations intersect with superimposed computer-generated images is what we refer to as augmented reality. With this enhanced view, users can get a perception of reality in real time. Recall Pokemon Go?

“I believe that 2019 will be the year when teachers focus on meaningful EdTech solutions that allow for the creation of new tasks which were previously inconceivable. Augmenting the classroom with immersive technologies and collaboration tools is a top priority for 2019 for Shapes 3D Geometry Apps,” Said EdTech Expert Milena, Product Owner, Learn Teach Explore.

The tech giants like Apple, Google, and Microsoft are investing in the development of EdTech technology that makes its future secure. Tough, the fun factor is very important, but there are many other benefits of incorporating augmented reality in education:

  • More motivated students
  • More interactive classrooms
  • Immediate feedback for students
  • Faster learning
  • Advance research tools
  • Virtual Reality

In this immersive tech era, virtual reality is the next step. Virtual reality is gaining more and more momentum in education. With the advancement in technology and reduction in prices, it is expected that the education sector will soon adopt this technology within the realm of classrooms. Visualize: Kids being able to go on an unbelievable field trip without having to leave their safe classroom zones. Imagine children experiencing immersive 360 environments and engaging in the real-world survey. 

“In 2019 virtual reality will become increasingly accessible with affordable, yet sophisticated, viewing devices. Higher education institutions will begin to implement virtual reality inside the classroom,” said Margherita Berti from the University of Arizona.

Uses of VR in education:

  • Telerobotics – Handling robots from a distance
  • Students will be able to witness what happened in history.
  • They can travel in time and space.
  • They can learn important values like empathy and kindness.
  • They can get better professional orientation.
  • Enjoyable learning time
  • Gamification

Simply put, gamification refers to a process in which game mechanics are applied to a method to make it more game-like to boost involvement, engagement, and devotion. Its integration in the classrooms has been catching up quite fast and rapidly. Apart from playing a role in classroom interaction, gamification also helps students in understanding the context and result of a specific condition. This way, it helps students improve their power of retention and conception. As students can get real-time feedback, gamification can augment desired behavior that helps learners to prepare for tests.  

  • Gamification plays an important role in cognitive development.
  • It helps in physical development.
  • It teaches SEL (Social and emotional learning) and collaboration skills.
  • It increases the level of engagement and accessibility in the classroom.
  • Coding practice
  • Offline Solutions

A hard reality is that 43.9 percent of the planet is still living without a reliable internet connection. Well, the fact is astonishingly adverse. It implies that all those people are also failing to encounter the potential in education technology as well. At this point, there should be more focus on building offline solutions that don’t require internet connectivity for all those millions of learners around the world. The main goal is to make learning technology accessible to more individuals. In order to achieve this goal, one important way is to lower the cost of EdTech, which will be helpful in discerning the developing world. All these offline solutions would prove to be an advantage for students who have yet to experience the new EdTech world. This EdTech trend is rising high in 2019 as companies are working to provide offline solutions to all those less fortunate students.

“I am quite confident Edtech in 2019 will evolve more and more around evidence-based products and active learning,” said Svenia Busson, founder of Paris based EdTech accelerator LearnSpace.

  • Offline solutions are faster and cheaper.
  • It can make learning technology accessible to all learners.
  • STEAM

The basic purpose of Science, Technology, Engineering, Art, and Mathematics (STEAM) education is to weigh the division in global skill deficits in all the STEAM-related fields. STEAM is referred to as a holistic educational approach that is designed to integrate all STEAM subjects with the school curriculum. This way, students get an opportunity to think outside the box and engage in hands-on learning. They can participate in multi-disciplinary projects and collaborative teamwork, share their creative ideas, and enable them to unleash their innovative skills in these fields. To push STEAM into the mainstream, many companies are taking action, and these initiatives are going viral in 2019.   

“Jobs in real life are interdisciplinary and would rarely require the use of just one subject. For example, a video game developer needs imagination and creativity as well as excellent IT skills,” said Eddie Kemsley, CEO at KidZania

  • STEAM exposes students to the creative process
  • It offers meaningful collaboration
  • It increases critical thinking
  • It enhances problem-solving skills

What’s next?

Suffice to say, education is everything, and EdTech is finally here to stay. The more we can encourage innovation in the classrooms, the more we give a chance to a bright future. Hopefully, these five technologies will pave the way for a new generation of brighter and mindful students.

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