There is a growing focus in international education on science and technology. This includes areas such as eSports, STEM, and security.

This trend was the focus of discussions during the annual ed-tech event in London. Companies, educators, and students from around the world were introduced to the best in the ed-tech industry. This included breakthrough brands that made a great impact on international education.

Here are some of the key themes discussed in the event:

Software Integration

When integrated into the curriculum, technology revolutionizes the learning procedure. Thus, it also improves the outcomes and processes of programs. Educators that use technology as a problem-solving tool can change the way they teach. For example, they use tech-based solutions for seat planning, parent/student communication, and homework assignments.

Students’ Safety, Well-Being, and Security

Worldwide concerns about violence, such as bullying and assault, has led to schools seeking technologies geared toward safety. For example, video surveillance systems and metal detectors. Companies also harness artificial intelligence (AI) to block and identify cyberbullying attacks. This system scans communications between students and flags real-time concerns like bullying, threats, and suicides to parents and administrators.


STEM and STEAM (science, technology, engineering, arts, and math) have been around for a while now, long enough for everyone to see its positive outcomes in the international education sector. STEM emphasizes that learning should not only be about information recall and memorization, which machines do better than humans; it is about skills, collaboration and competencies in real-world problem solving. It teaches core skills like critical thinking, which humans can do much better than machines. Tech companies continue to introduce new products that educators can incorporate in the STEM curriculum. However, these companies also find it hard to sell the products. Only a few companies have made a successful positive impact on the market because customers want to see validation from other users especially if a product is expensive and takes a while to learn. Without a  proven customer satisfaction record, schools may not invest time and money for these ed-tech products. 


Also known as electronic sports, Esports are video game competitions. Tech companies have introduced the importance of team building and collaboration through Esports. This is why it is slowly gaining credibility in colleges and universities. In Scandinavia, for example, Esports has been introduced to their curriculum.

Indeed, technology can improve and enhance learning, whether it is for higher education or lifelong learning. Ed-tech has revolutionized the delivery of education, making it more efficient and flexible. Learning practices are now a world away from what we had a few decades ago, and ed-tech continues to change the game in the international education sector as universities and colleges become globally competitive.

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