LONDON--(BUSINESS WIRE)--Technavio’s latest report on the global interactive response systems market provides an analysis on the most important trends expected to impact the market outlook from 2016-2020. Technavio defines an emerging trend as a factor that has the potential to significantly impact the market and contribute to its growth or decline.
Interactive response systems, also known as student response systems, audience response systems, and clickers, are a combined package of software and hardware. These systems integrate IT with everyday classroom activities to ensure consistent and seamless interactions during lecture sessions.
Jhansi Mary, a lead analyst from Technavio, specializing in research on education technology sector, says, “The adoption of e-learning and surge in educational hardware adoption will lead to the installation of software and apps, facilitating the use of interactive response technology. With the high penetration of mobile devices such as smartphones and tablets in the K-12 and higher education segments, the interactive response system software market is expected to grow at an impressive CAGR of approximately 30% during the forecast period.”
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The top three emerging trends driving the global interactive response systems market according to Technavio education research analysts are:
- Growth in m-learning
- Gamification and game-based learning
- Distribution models adopted by educational institutions
Growth in m-learning
Educational institutions are giving prominence to m-learning as it helps them deliver e-learning course materials to handheld device of students or to facilitate blended learning. The opportunity to develop online learning content that can be accessed through mobile devices is being fully used. M-learning is being widely adopted by educational institutions as an effective and convenient e-learning solution to deliver up-to-date information to end-users.
Simultaneously, these devices have applications in other areas as well such as providing responses to the quizzes designed by teachers with the help of mobile-based interactive response system software and apps. This software and apps can be easily downloaded and installed in the mobile devices with any operating system. “Hence, the demand for interactive response system software and apps will grow to some extent in tandem with the acceptance of m-learning in classrooms,” says Jhansi.
Gamification and game-based learning
Gamification is the implementation of game mechanics into the non-gaming context to drive user engagement and problem solving. Points, a leaderboard, badges, challenges, and rewards are some examples of game mechanics. Gamification methodology could include any technique of using video games or a reward system to help individuals learn and have fun at the same time. Students can be awarded for selecting the correct answer on the interactive response systems incorporated in the system.
Various players are entering the market to capitalize on the growing trend toward game-based learning and gamification. Kahoot is a game-based response system that encourages research and learning in students. On Kahoot, teachers create quizzes and surveys, to which the students can respond through an interactive response system device or app on their device. Students are awarded points based on the correct answers and the timeliness of the answers. Similarly, Qwizdom, a major market vendor that offers both clickers and apps, allows for four game options, including Fast Track, Mission to Mars, Quandary (Jeopardy Style), and Baseball. As the market for gamification gains traction, more educational institutions will incorporate it to make the learning more fun, engaging, and student-centric.
Distribution models adopted by educational institutions
Depending on the budget, educational institutions are adopting various distribution models, which ensure the availability of sufficient number of interactive response system devices for students.
Some institutions opt for free clicker distribution model, where students are given free clickers purchased through the university’s fund. This model is implemented in institutions that have sufficient budgets. Rentals is another method, where the administration or a department purchases clickers for students in bulk and distributes them via a rental system. Students are required to return the clickers when the semester ends and often the rental system involves a reimbursement when students return the clicker. In some cases, students undertake the cost of purchasing clickers. They are required to register their clicker with their name or ID numbers. It also involves less time and personnel in managing clickers.
The purchase of many clickers by the administration and distribution between departments is another model. The university is responsible for the renewal of inventory of each department based on student needs. In such a model, every department implements a booking system for the use of clickers between courses.
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