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When classrooms went online in 2020 during the pandemic, gamified learning opportunities grew as a quick and easy way to evaluate the general learning that was happening from student to student.
As gaming platforms like Roblox and Minecraft continue to grow in popularity among young children, and with platforms like YouTube consuming hours of their daily screen time, edtech companies face ...
Xavier Rubio-Campillo does not work for, consult, own shares in or receive funding from any company or organization that would benefit from this article, and has disclosed no relevant affiliations ...