has already far surpassed that number and leads the world with smartphones, such as the Samsung Galaxy S9, used in 74 percent of classrooms.Īllowing smartphones in the classroom continues to be a source of debate for many educational authorities. With mobile technology more integral to people’s lives, it’s predicted that smartphone use in the classroom could reach 55 percent in 2018 globally. One particular area of technology the survey highlighted as growing is smartphones. MORE FROM EDTECH: See how educators are using mobile devices to make a positive impact. “Gamification makes learning more fun and engaging, and we find that it creates an environment where students are more apt to communicate and help each other,” says Nidhi Tassone, Acer America commercial marketing manager. Use of desktops, notebooks and tablets (think Asus Chromebook and Acer Chromebook Tab 10) frequently support the ongoing trend of gamification in education, the report states. leads the way with 75 percent of classrooms using desktop computers. Yet the numbers remain high for more traditional modes as well, such as pen and paper (90 percent) and whiteboards (73 percent).ĭesktop computers are used significantly more than tablets: The U.S. Forty-two percent use smartphones, 33 percent use interactive whiteboards and 20 percent use tablets. The survey found that use of technology in schools worldwide continues to grow, with 48 percent of students reporting they use a desktop computer in the classroom. More often than not, new classroom technology is implemented in conjunction with, rather than instead of, more traditional classroom tools, according to a new report from Cambridge International, which is based on an online survey of nearly 20,000 teachers and students (ages 12–19) from 100 countries. As K–12 educators prepare students for a world where change happens at a rapid pace, they use multiple tools to communicate lessons.
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