Norwegian game-based learning platform Kahoot! today launched its Kahoot! EdTrends Report, which addresses the latest education tech trends in the U.S. K-12 market. This aim of the report is enable educators and administrators to stay better informed about trending educational technologies, methods and best practices.
Report data has been gathered from the Kahoot! platform used by 50 million monthly active users worldwide, 32 million of which are in the U.S. More than 2 million K-12 teachers in the U.S. have signed up for Kahoot! and 25 million U.S. K-12 students (about 40% of all K-12 students in the U.S.) use Kahoot! on a monthly basis.
Here are some take-aways:
– Google is getting a stronghold in U.S. classrooms, with Chrome OS growing quickly on computers, while Apple’s iOS dominates on mobile devices and tablets. Microsoft is holding its ground, maintaining share on computers in the classroom, especially among teachers.
– Google Classroom/G Suite for Education is the most popular productivity suite in U.S. classrooms.
– U.S. educators’ biggest incentive to adopt EdTech is to improve student productivity. Their top priorities are: to improve student learning and outcomes, motivate students and encourage more engagement in class.
– In the coming school year, U.S. schools will see increased use of digital platforms for teaching, learning and assessment, as well as the rise of personalized learning.
– Public school educators in the U.S. are grappling with budget restraints and lack of resources, while private school teachers’ biggest challenge is lack of training to understand and adopt new technology.
– State-wise, California educators struggle with lack of training and “tech for the sake of tech” and Texas teachers face the challenges of budget constraints on adopting tech and bureaucracy.
“We hope to better serve educators and the education market through the Kahoot! EdTrends Report, which will provide important data and insights to help educators better fulfill their educational needs,” said Erik Harrell, CEO, Kahoot! “The report will extend our mission to make learning awesome and to unlock the deepest potential of every learner, regardless of location, age or context.”
Read the full report here.