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As the pandemic and shifts to virtual learning are only giving the flood of data more strength and momentum, today’s edtechs must be secure, data-driven organizations to be competitive and effective. According to HolonIQ , by 2025, spend on AR and VR tools is projected to increase to $12.6B, double the expected spend on AI and ML.
The report further states that by 2025, there would be 15 million users of educational AR worldwide, amounting to a $700 million market. While games are for fun, gamification has elements such as point scoring, competition features, rules of play etc., Related: How to Create Content for a BlendedLearning Model.
It is a great way to add a new and exciting twist to PE class, whether its helping students hone their soccer skills or using it with interactive learning to reinforce classroom learning. When doing professional development, emphasize how much kids love playing games. For the students and teachers, its just plain fun.
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