Michael Bodekaer Jensen is both an EdTech innovator and a multi-disciplinary academic. He is a co-founder and CEO of Labster. After two disruptive years, many students resemble Ferris Bueller's bored ...
In the past decade, students have been inundated with more and more distractions. The internet provides an infinite amount of said distractions: YouTube, Instagram, and TikTok to name a few. While the ...
Gamification and game-based learning have been popular for the last decade and will remain in trend in the future. The statistics show that the game-based learning market is expected to rise from $3.5 ...
While some of its early hype has died down, the concept of gamification — rewarding mundane tasks by turning them into games — has not only survived, but thoroughly wedged itself into society. It’s ...
Gamification is one of the biggest in education trends right now in education. According to ISTE, “Gamification is about transforming the classroom environment and regular activities into a game” ...
JEOPARDY!®, Wheel of Fortune® and trivia may sound more like activities for a game night with friends than a government training program. And that’s exactly the point. Government agencies are turning ...
This isn’t science fiction; it’s the transformative power of technology reshaping higher education, captivating students, and preparing them for the evolving future. The Fast Company Executive Board ...
With U.S. colleges and universities battling enrollment declines, many student affairs officials are turning to gamification platforms to meet students where they are and keep up with the evolving ...
DUBLIN--(BUSINESS WIRE)--The "E-Learning Market - Global Outlook & Forecast 2024-2029" report has been added to ResearchAndMarkets.com's offering. The E-Learning Market was valued at USD 250 Billion ...
The e-learning market, valued at USD 325 Billion in 2025, is projected to reach USD 665.06 Billion by 2031, growing at a CAGR ...