Trend cluster
Category

Gamifying
Education

Next generation students perfer post-secondary courses that gamify learning.

Viral Game College CoursesVirtual Reality CertificatesFitness Tracker College CreditStudent-Designed Gaming FestivalsHealthcare Training Robots

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 together
01

Gamified 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.

02

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.

03

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 playbook
For

Education

Gamified education and virtual and augmented reality presents opportunities to enhance practical learning for students and technological advancements in the field.

For

Fitness

Wearable fitness tracking device incentives can be employed to encourage individuals to engage in healthy habits by integrating technology into the fitness industry.

For

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%.

Popularity44%
Activity30%
Freshness8%
Audience
50%Men
50%Women
  • Gen Alpha (not a primary audience)
  • Gen Z
  • Millennial
  • Gen X (not a primary audience)
  • Boomer (not a primary audience)
Market
North America
Europe
Asia-Pacific