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

By [Ady Floyd](https://www.trendhunter.com/AdyFloyd), Futurist, VP Innovation Strategy | Published Aug 9, 2016 | Category: [Social Good](https://www.trendhunter.com/pro/category/social-trends)
Source: Trend Hunter, https://www.trendhunter.com/protrends/gamifying-education

## Key Figures

- Trend score: 2.7/10
- Evidence articles: 5

## 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.

## At a Glance

- Evidence: 5 featured examples
- Articles from: May 23, 2015 to Aug 15, 2016
- Published: Aug 9, 2016
- Patterns: [Redirection](https://www.trendhunter.com/pattern/redirection)
- Megatrends: [Gamification](https://www.trendhunter.com/megatrend/gamification), [Experience](https://www.trendhunter.com/megatrend/experience), [Youthfulness](https://www.trendhunter.com/megatrend/youthfulness)

## Audience

- Gender: 50% men, 50% women
- Primary generations: Millennial
- Top markets: North America, Europe, Asia

## Themes within the Gamifying Education trend

### 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.

### 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.

## What the Gamifying Education trend means for industry

### 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 for Gamifying Education

Trend score 2.7 out of 10, from popularity 44%, activity 30%, freshness 8%.

- Popularity: 44%
- Activity: 30%
- Freshness: 8%

## Examples of the Gamifying Education trend

5 featured examples from May 23, 2015 to Aug 15, 2016.

- [Viral Game College Courses](https://www.trendhunter.com/trends/pop-culture-games): This College Offers a Class on Pop Culture Games Like Pokemon Go (Category: Tech)
  Implication: Exploring innovative approaches to engage students and enhance learning outcomes.
- [Virtual Reality Certificates](https://www.trendhunter.com/trends/cogswell-polytechnical-college): Students at Cogswell Polytechnical College Can Now Specialize in VR (Category: Tech)
- [Fitness Tracker College Credit](https://www.trendhunter.com/trends/fitness-curriculum): The Fitness Curriculum Requires Students to Walk 10,000 Steps Daily (Category: Lifestyle)
  Implication: The integration of fitness trackers and wearable technology into educational institutions as part of physical education curriculums.
- [Student-Designed Gaming Festivals](https://www.trendhunter.com/trends/level-up-2016): The Level Up 2016 Student Games Showcase Honors Young Developers (Category: Tech)
  Implication: Opportunity for video game developers to discover and collaborate with promising student designers and benefit from their fresh ideas.
- [Healthcare Training Robots](https://www.trendhunter.com/trends/hospital-training): Normandale Community College's Mannequins Assist with Hospital Training (Category: Tech)
  Implication: 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…

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All articles: [Social Good](https://www.trendhunter.com/socialgood)
