Six major trends emerged when we analysed the association between education and technology:
Digital Learning: technologies integrated in teaching methods, such as e-learning, blended-learning and flipped learning.
K-12 EdTech: technologies applied to early development learning, using gamification strategies, virtual reality and augmented reality.
Apps for Kids: educational mobile applications for K-12 children.
Future of Education: terms related to how technology could disrupt education through AI (Artificial Intelligence), robotics, IoT (Internet of Things) and machine learning.
Google Apps for Education: Google edtech applications on GoogleEdu.
Bring Your Own Device: Teaching methods where students bring their own tech to class.
Ten communities representing 58% of the total identities analysed and driving the edtech conversation, notably sharing advice and tutorials about how to effectively use edtech and discussing edtech’s impact on education.
Google Edu 9.5% Community formed by American teachers sharing information, advice and tutorials about Google Edu tools. Google Classroom, Slides and Forms are most popular.
Educators 9.4% Edtech tools, tips, tutorials and apps shared by teachers with the goal of integrating tech into classrooms.
Tech Edvocates 6.1% Blogs advocating for edtech and sharing edtech information and tips. Blog with most views is TheEdvocate led by Dr. Matthew Lynch.
Futurists 5.3% Businesses and experts focusing on the use of big data to develop virtual reality, artificial intelligence and robotics in edtech.
Edtech for Children 5.3% Edtech for K12 with tips and tutorials about how to use new technologies in early childhood education and the role of teachers in using edtech.
UK 5.2% British community recommending edtech apps for kids. Content shared include podcasts, videos and articles about new education practices using edtech.
VR in Education 4.4% Examples of how virtual reality is being successfully implemented to teach, notably in chemistry, anatomy and literature.
Higher Education 4.3% Use of virtual reality, augmented reality and big data in post-secondary education.
Gamification 4.3% Successful uses of gamification and VR in the classroom.
Influencers include experts, educators and companies in the edtech space who offer technological solutions for education. Experts, educators, corporations and the media are the key influencers driving the online conversation about edtech.
Experts 27%
Education technology experts.
Educators 26.5%
Professors and teachers expanding their influence through blogging.
Companies 20.6%
Companies offering technological solutions in education.
Media 14.7%
Online media with focus on education.
Entrepreneurs 6.3%
Business leaders working in the edtech sector.
Non-Profit 2.9%
Non-profit organizations dedicated to education development through the use of technology.
Institutions 2%
Public institutions working in education innovation and edtech.
Read More
Read More
Read More
Read More
Read More