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Gamification, A Rising Business Model In Edtech

Gamification, A Rising Business Model In Edtech

Gamification, A Rising Business Model In Edtech

By S Shanthi

October 27, 2021

Originally Published Here

Summary

Edtech startups such as Byju's, Matific, Cuemath, Lido Learning and others consider gamification as the future of online learning.

To make math learning less of a tedious task and to enhance the quality and method of math learning, we offer innovative educational games such as puzzle cards, workbooks, tabs and math boxes," said Manan Khurma, founder and chairman, Cuemath, a startup that offers maths classes for kindergarten to 12th grade and coding for children from Grade 1 up to Grade 12.

"In our six years of working with students globally, we learned that kids use all their senses when they learn, so a hybrid model is the most effective way, in which they have a controlled and active learning screen time and equally offline learning on building blocks or puzzles or electronics projects," said Sharad Bansal, co-founder, Tinkerly.

"Post-COVID in coding/language classes, when live 1:1 classes or short group classes became mainstream, companies explored the 'free trial class model' in which you get 1 free class with a live teacher and if the learner likes it, they can purchase a complete course as per available offerings," said Bansal of Tinkerly.

Hyper-personalisation of learning through Artificial Intelligence - based on the learning ability as well as the kind of content that is triggering better learning, is picking up pace, says Mahalakshmi Satish, India director, Prodigy Education.

"The K12 segment of the education system will benefit greatly from this as they are the founding generations who will adopt technology in the most integrated way to learn and grow and pave the path for joyful learning for their successors," said Prodigy Education's Satish.

"Almost 80 per cent of learners are more effective with gamified practices. Moreover, with a whopping 97 per cent of kids playing computer games, teachers will continue to gamify their classroom practices," said Amit Agarwal, director and CEO, OckyPocky.

Reference

Shanthi, S. (2021, October 27). Gamification, a rising business model in Edtech. Entrepreneur. Retrieved December 8, 2021, from https://www.entrepreneur.com/article/393645.