Trends That Will Help Your EdTech Startup Succeed
If you want to thrive in the destiny of learning and self, shorten, tailor, and gamify.
The bulk of EdTech businesses believes that digitizing conventional learning methods and amassing as much knowledge as possible is the best approach to thrive. However, this couldn’t be farther from reality. In reality, the entire method of studying in the electronic era needs to be rebuilt from the ground up.
The situation has changed tremendously in the previous few decades, with the introduction of the computer and subsequently cell phones, and we now live in the era of diversion. Every day, we receive lots of emails, texts, and social media updates. Technology has fragmented the periods of the day, making knowledge acquisition impossible to achieve. As a result, numerous people risk passing up life-changing prospects.
We have developed a list of the top emerging issues for the EdTech sector that will define the future of education based on our 3 years of experience producing an EdTech product that suits the lives of busy people.
- Traditional courses will be replaced by bite-sized learning.
Researchers at the Massachusetts Institute of Technology discovered that the dropout rate for virtual classrooms had risen to 96 percent. It implies that the existing digitized learning approaches — let’s call them EdTech 1.0 — are no longer effective. They necessitate time and concentration, both of which are currently in short supply. As a result, we require an EdTech 2.0 solution.
EdTech companies concentrate on generating bite-sized material to meet the demands of their users. There’s no sense to devote hours to studying when 5 to 15 minutes a day will keep your knowledge current and your intellect in good condition. Reading and listening to at least one book description a day on the Headway app, for example, will provide you with critical insights on 365 non-fiction classics by the conclusion of the year. However, a brief format does not imply shallow learning; you will be deeply immersed in a variety of truly important and appropriate knowledge.
- Gamification is a method of motivating people.
It’s no mystery that traditional learning techniques are tedious, requiring a long concentration range and continuous striving. Games, on the other hand, can make studying fun and pleasurable for the current clip-thinking user by allowing them to establish goals, collect points, advance to the next level, and face difficulties.
Edutainment is the combination of education with game principles, and it was first presented by geologist Robert Heyman in 1973 as a type of participatory animal movie. Initially utilized for children’s learning, edutainment was eventually adopted by adult audiences. As a result, the worldwide edutainment market is expanding and is predicted to exceed $10 billion by 2025.
Gamification is a method of motivating people.
It’s no mystery that traditional learning techniques are tedious, requiring a long concentration range and continuous striving. Games, on the other hand, can make studying fun and pleasurable for the current clip-thinking user by allowing them to establish goals, collect points, advance to the next level, and face difficulties.
Edutainment is the combination of education with game principles, and it was first presented by geologist Robert Heyman in 1973 as a type of participatory animal movie. Initially utilized for children’s learning, edutainment was eventually adopted by adult audiences. As a result, the worldwide edutainment market is expanding and is predicted to exceed $10 billion by 2025.
Related: Gamification, a Growing Business Model in Education Technology
- Information is easily accessible
Smartphones are used by more than 80% of the global total, and that figure is predicted to rise to 7.5 billion active users by 2024. The majority of times, a device is nearby. When’s the last time you walked out without your mobile phone? You most likely went back straight away to get it. Our cell phones keep track of our plans, feelings, work, social contacts, and pleasure, and they accompany us to business meetings, key events, bed, or even showers. So, if you want to get closer to a user, you should have a smartphone.
EdTech 2.0 items are available at any time and from any location. For example, if you’re on your way to and from work on the train or have five minutes while waiting for a friend, open the learning app. Almost half of all Americans spent five to six hours every day on their phone, not even including work-related use. Rather than scrolling through a dull stream, students might have fun while learning.
Smartphones are quickly becoming the most important tools in the self-education business, helping to teach and learning process more effectively through interaction. It is no longer sufficient for the consumer to simply read, watch, or hear; they want to talk, exchange, and take notes on the information they have received.
- Personalize by getting to know your customer.
Users must select what to interact with on YouTube, Netflix, Amazon, Instagram, and TikTok. Dozens of digital goods fights for customer attention every second, so remember that if you are in EdTech, you will face stiff competition.
To attract and retain users, you should provide something relevant, and personalization is essential. Personalization of educational information is becoming the “new norm” as Big Data and AI rise in popularity, making this trend applicable to EdTech services.
Coursera, for example, asks students about their interests between lessons, analyzes their responses, and recommends courses that match their interests. The Headway app also personalizes it. For example, we tailor a set of book summaries to each customer’s wishes and enable them to establish their own daily reading goal.
- It is time for online consumer brands to enter the education market.
The postwar consumer economic boom of the 1940s and 1950s, as well as the creation of new mass marketplaces, generated consumer product behemoths. The digital economy has given rise to digital native digital services behemoths such as Facebook, Amazon, Google, Apple, and Netflix since the 2000s.
Today, there is a clear desire for easily accessible and interesting self-learning information, especially in the midst of an epidemic that has focused on online learning. According to HolonIQ, the worldwide EdTech business would be worth $404 billion by 2025, with the educational apps market growing by 26% by 2024. Our expansion is comparable; at Headway, we create EdTech 2.0, focused on gamification, personalization, technology, and short-form content. Using these concepts and introducing new forms, our staff has tripled in the last year, while our revenue has increased sixfold. So, the data confirms that it is time for online consumer businesses to invest in bite-sized academic material.