Remove 2027 Remove Gamification Remove Mobility
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K–12 Teachers Use Virtual and Augmented Reality Platforms to Teach Coding

EdTech Magazine

Since 1990, jobs in science, technology, engineering and math have grown by 79 percent , and are expected to grow an additional 13 percent by 2027 , according to a 2018 Pew Research Center survey. . Innovations in virtual and augmented reality in the classroom are taking the concept of gamification to a whole new level. .

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eBook Publishing Made Easy: Custom App with Interactive Features

Kitaboo on EdTech

The number of eBook users across the globe is forecasted to continuously grow between 2024 and 2027 by 92.9 billion in 2027. Various question formats, quiz formats, or gamification-based assessments can be incorporated to test readers’ understanding. million users or +9.02 It is further estimated to reach 1.1

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