From The Times supplement on The Future of Learning

EdTechX-Europe – Europe’s biggest edtech conference, held in London

Emerge Education

  • tracks more than 23,000 edtech startups world-wide;
  • provides startups with up to £100,000 of investment;
  • provides dedicated co-working space and accelerator programme;
  • supports product testing and sales.

Gojimo – apps for revision and tutoring

Show My Homework – Set, track and grade homework digitally

Memrise – app to learn languages

VitalSource – electronic text books; tracking tools that allow for monitoring of usage and student progress; tools to help educators deliver content and monitor engagement to help ensure student success. Dr Phil Gee, Associate Professor in Psychology at the University of Plymouth, says it “runs one of the largest UK eTextbook programmes“.

Pi-Top – software plus hardware based on Raspberry Pi to help teach across science, technology, engineering and maths.

Boolino – website where expert bloggers, booksellers, librarians and teachers help children find new books to read.

Fiction Express – interactive resource for literacy where primary school pupils take part in the story-writing process and can change the plot while the author is writing it.

Learning & Development research firm Ambient Insight divides Gamefied learning into four categories:

  • game-playing to achieve learning objectives;
  • simulations to teach skills in an immersive environment;
  • points, badges and leader boards as a means of motivation; and
  • gamification – the use of rewards to motivate behaviour in a non-game context.