Assisted Choices
Gamifying
Education
Next generation students perfer post-secondary courses that gamify learning.
Trend
What is the Gamifying Education trend?
Gamifying Education: Comparable to e-commerce shopping versus brick and mortar retail; post-secondary educational facilities now seek to provide unique tech-incorporated classes that encourage practical learning instead of online courses. Tech-savvy Gen Z and Millennial demographics are able to better resonate and retain their focus for higher education when the classes cater to their plugged-in lifestyles. This shift in college and university classes showcases the importance of technological evolution in various industries.
Trend themes
Themes within the Gamifying Education trend
Three behaviours holding the trend togetherGamified Education
Post-secondary institutions are incorporating unique tech-incorporated classes that encourage practical learning and cater to the plugged-in lifestyles of tech-savvy Gen Z and Millennial demographics, showcasing the importance of technological evolution in the education industry.
Wearable Fitness Tracking
Oral Roberts University's physical fitness curriculum requiring students to walk 10,000 steps daily as measured by a FitBit wearable technology device represents an opportunity for fitness and education industries to incentivize students and consumers through technology.
Virtual and Augmented Reality Education
Cogswell Polytechnical College's one-year certificate teaching students about virtual and augmented reality illustrates an opportunity for engineering, media art, and game programs to incorporate it as a specialized field surrounding technical industry.
Industry implications
What the Gamifying Education trend means for industry
Where the trend changes the playbookEducation
Gamified education and virtual and augmented reality presents opportunities to enhance practical learning for students and technological advancements in the field.
Fitness
Wearable fitness tracking device incentives can be employed to encourage individuals to engage in healthy habits by integrating technology into the fitness industry.
Gaming
Gaming festivals and viral game college courses showcase opportunities to integrate innovative technology such as motion sensors, VR platforms in the entertainment sector.
Workshop question
How important is gamification in your workplace? What does your company do to increase productivity?
Trend signals
Trend signals for Gamifying Education
Trend score 2.7 out of 10, from popularity 44%, activity 30%, freshness 8%.
- Gen Alpha (not a primary audience)
- Gen Z
- Millennial
- Gen X (not a primary audience)
- Boomer (not a primary audience)
Evidence
Examples of the Gamifying Education trend
5 featured examples from May 23, 2015 to Aug 15, 2016Viral Game College Courses
This College Offers a Class on Pop Culture Games Like Pokemon Go
Exploring innovative approaches to engage students and enhance learning outcomes.
Virtual Reality Certificates
Students at Cogswell Polytechnical College Can Now Specialize in VR
Fitness Tracker College Credit
The Fitness Curriculum Requires Students to Walk 10,000 Steps Daily
The integration of fitness trackers and wearable technology into educational institutions as part of physical education curriculums.
Student-Designed Gaming Festivals
The Level Up 2016 Student Games Showcase Honors Young Developers
Opportunity for video game developers to discover and collaborate with promising student designers and benefit from their fresh ideas.
Healthcare Training Robots
Normandale Community College's Mannequins Assist with Hospital Training
The education industry can utilize high-tech mannequins to simulate real-life situations in various healthcare fields to improve training programs and prepare students for their f…