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Technology Becomes Increasingly Important in the Return to School


The school year 2019/2020 has already started in many schools; a return to school that stands out for being more digital than ever. Parents opt for ecommerce to buy school materials and technology is an increasingly popular way to train the youngest.

Today schools throughout Spain have reopened their doors and, while the difficulties to get up early and resume the routine are likely to be the same as in previous years, this year the return to school stands out as being increasingly technological.


Not only have we referred to the technological proposals that come to the classroom to train the youngest. Even the preparations for the return to school are increasingly digital.

This year more than 65% of parents have used ecommerce to purchase school materials for this 2018/2019 school year; this represents an increase of 13.2% if we compare it with 2017, and 24.3% with respect to 2016, informs Technosclub.

It is not surprising that parents opt for online shopping, as the savings involved is considerable. However, the lowest prices are not the only reason: saving the trip to a physical store and then having to carry all the books is another point in favor of ecommerce.

New technological proposals to train the youngest

More and more schools change the notebook and pen to tablets and computers.

Among the different technological proposals that come to the classroom, one of the most striking is bMaker, a digital platform developed jointly by BQ and Macmillan focused on children between 8 and 15 years. They launched

bMaker is 100% digital, replacing books with interactive content. However, the objective of BQ is not only that the younger ones learn using technology, but that they directly learn to create technology.

Thus, it becomes an integral solution that also incorporates robotics kits so that primary and secondary school children learn to build a robot; later, they can also give it life by programming it using tools such as Scratch or Bitbloq.

The BQ platform is based on gamification; that is, to incorporate elements of the game into learning activities. They consider that it is especially fruitful to turn the task into a challenge, motivating the students and taking them from being users to creators.

BQ is not the only company betting heavily on gamification, it also gains more and more importance in language learning. Cambridge Assessment English, the non-profit department of the University of Cambridge behind examinations such as First, Advanced and Proficiency, increasingly expand its range of digital products based on gamification and artificial intelligence to facilitate the learning of English, given the enormous advantages it supposes.

The schools that say no to technology


While the return to school stands out for being increasingly digital in most of Europe, in France the opposite occurs. This year the great news is that the use of mobile phones will be prohibited for students less than 15 years of age. The veto is absolute: they cannot use it at recess or at lunchtime, informs Business Insider.

They argue that the mobile is a great distraction for students, and also allude to a growing concern: the addiction of young people to their smartphones.

While technology in the classroom can work wonders, it seems increasingly important to ensure that students use it merely as an educational tool, taking advantage of the opportunity to disconnect from social networks during school hours.