Remove 2030 Remove Analytics Remove Education Remove Gamification
article thumbnail

Gamification in Higher Education: Tapping into Student Motivation and Engagement

Comm100

Gamification is quickly becoming part of our everyday lives. In fact, the global gamification market size is projected to surpass $116.68 Gamification makes learning more fun and helps students pay attention better. What is Gamification? The growing impact of technology in education is evident in market trends.

article thumbnail

4 Suggestions to Help Prepare for the Millennial Tsunami

Noble Systems

Regardless what call you them they are nearly 98 million young adults born between 1980 and 2000 and by 2020 they will represent nearly 50% of the workforce, by 2030 as much as 75%. Millennials are very analytical and practical when it comes to learning and implementing their skill set. Let them touch it!