EdTech introduces resources, processes, and systems, which rely on technology in order to improve the learning experience. Its creators hope to achieve more engaging, inclusive and individualized learning methods. As this requires advanced technology, it is important to keep up-to-date with the latest innovations. Hence, this leads to creation of conferences like EdTechX where we can expect the big names of the industry to be present.
In collaboration with SCB and local partners, EdTechX Asia Ecosystem event has been recently held on October 31, 2019 at True Digital Park. In this event, many Tech experts; such as AWS, a subsidiary of Amazon, Educational Innovative authorities including TDRI (Thailand Development Research Institute), financial sector (SCB), telecommunication representative (TRUE corporation) and startup association (Thailand Tech Startup Association) gathered to promote the development of this new trend in Thailand. Amongst its many exciting activities was a startup pitch competition of eight local startups including game based learning application, academic counseling, online courses websites and applications, wearable focusing device, and hearing aid learning application. The winner is “Vonder”, a platform of digital game-based learning platform. The strength of “Vonder” is its game-based learning that helps kids enjoy their learning experience and hence make students study better with more fun.
Understandably, EdTech startups use new-age technologies to educate, entertain, and engage the modern students. It is not only used to engage children in learning can also be used for employee development program in corporate function. Besides providing more engagement, EdTech can personalize learning methods and programs, which brings benefits for reskilling and upskilling program in employee training. Developing skills and expanding skills are vital for a successful career path. Studies show that it costs firms to reskill existing employees much less than hiring new ones. To catch up with this rapidly growing technology, this article collects the new trends for now and the years to come, details as follows:
Game-based learning
Game-based learning employs game characteristics and game principles in learning activities, such as role-plays, board or card games, or collaborative gaming. One well-known case is the
Kahoot platform, where you can create fun learning games or play the existing games on its library.
Gamification
Gamification is the integration of game elements into learning activities. A notion that could be easily confused to Game-based learning (The latter involves designing a game-like learning activities), gamification applies “game elements”: point system; leaderboards; badges, to existing learning activities. Gamification is currently used in business as well as education, given that it contains fun elements and improves engagement as well as learner’s attention spans. Amongst popular gamification project is
Khan Academy platform that uses gamification to drive you through lessons and system of rewards after course completion.
Personalization with Artificial Intelligence and Machine Learning
The benefit of this approach is allowing a Personalization learning thanks to Artificial Intelligence (AI), while Machine Learning (ML) can evaluate learners’ individual capabilities. AI and ML are increasingly used due to its cost-effective, customized, and adaptive approach. Many e-learning platforms use AI and ML for personalized learning, recommendation of resources, and automated grading. Among popular apps for learning foreign languages,
Duolingo uses AI and ML in a number of ways, such as predicting learners’ word strength and recommending documents based on learner’s progress.
AI and VR
Augmented Reality (AI) and Virtual Reality (VR) allow us to experience the real situation by using computer-simulated system. The classic example is flight simulation, an application of these technologies that help train pilots for over years. Recent trends also include the use of it in medical studies. Additionally, the virtual world help students gain valuable hands-on experience, hence it prompts higher comprehension and knowledge retention rates that otherwise wouldn’t be available.
Promotion of Design Thinking
Design thinking is a popular approach among business leaders. Its structured method encourages critical-thinking to address problems in an attempt to identify alternative strategies and innovative solutions. It is often referred to as “outside the box” thinking. Design thinking has been adapted widely by the tech-industry and academic areas. It is useful because the process is iterative, flexible, and focused on collaboration among its team.
In the future, it is inevitable to use only books or white board as tools in education system because of today’s information age. Skills are not mere knowledge, also how to analyze data and make use of data. Investing and participating in EdTech for training program will benefits to upskill in corporate function. Keep in mind that technology is moving so fast, SCB has long utilized its corporate’s specialized online learning platform that provides access to personalized and on-demand class for SCB personnel, with a similar-to-gamification system to encourage upskilling and reskilling within the organization.
These are renowned examples of EdTech application. The technology has a long prospect with an exciting future that awaits us. This business will certainly become an interesting market to follow.