EdTech in 2025: Which Trend Will Lead The Way?

The EdTech landscape is evolving rapidly, and 2025 promises to be a pivotal year for innovation.

A recent poll conducted by TechEdology asked educators, students, workplace professionals, and AT enthusiasts the following question:

"Which EdTech trend do you think will have the biggest impact in 2025?"

The options were:

  • AI in Learning
  • Mobile Learning Apps
  • Gamification in Education
  • Virtual Reality Classrooms

The results offer valuable insight into where education might be headed. Let’s dive into the trends and how they’re shaping the future.

AI in Learning: The Power of Personalisation

The role of artificial intelligence in education is growing stronger each year, and it is therefore no surprise that it completely dominated the poll with 60% of the votes. People currently have such enthusiasm and thirst for it. AI has the potential to personalise and completely transform the learning experiences for students by:

  • Identifying individual strengths and weaknesses
  • Bridging the gap and offering additional support for those with cognitive challenges 
  • Recommending tailored resources and activities.
  • Automating administrative tasks for educators, allowing them to focus on teaching

Platforms powered by AI, such as adaptive learning systems, are already helping students learn at their own pace. By the latter part of 2025, could AI tutors become a common feature in classrooms and homes?


Mobile Learning Apps: Learning on the Go

With 20% of the votes, mobile learning apps came in second. These apps have revolutionised education by making learning accessible anytime, anywhere. From language learning tools to more comprehensive platforms, the convenience of learning on a smartphone is undeniable. And, with so many students learning from home during the COVID-19 pandemic, this accelerated how students use tech and mobile learning apps to complement and support their daily educational lives. 

In 2025, can we expect even greater integration of mobile apps with curriculum design, enhanced interactivity and gamification to keep learners engaged?



Gamification in Education: Making Learning

Fun

Gamification secured 20% of the votes, which isn’t necessarily reflective of its appeal. Gamification has been a trend in education for many years though, which may explain the lower percentage.

By incorporating game-like elements such as points and leaderboards, educators can motivate students and make learning enjoyable. Gamification not only boosts engagement but also fosters collaboration and problem-solving skills.

Future trends will likely include the use of AI to create dynamic, personalised game scenarios or integrating AR/VR elements for more immersive experiences. This will be an interesting one to watch!

Virtual Reality Classrooms: A New Dimension of Learning

Surprisingly, Virtual Reality classrooms did not feature as a transformative trend for 2025. Perhaps because it has been around for a while? VR allows students to:

  • Explore historical landmarks without leaving the classroom
  • Conduct virtual science experiments
  • Practice real-world skills in a safe, simulated environment

Again, schools introduced this to make school life more fun and engaging during the pandemic, with kids virtually visiting far-flung countries or venturing to UK sites as part of their studies. As VR technology becomes more affordable and accessible, its impact on education could be profound, enabling experiential learning like never before.


What’s Next for EdTech?

The results of this poll underline the diversity of thought and innovation in EdTech. While AI took the lead, the close competition between trends reflects the multi-faceted approach needed to address the challenges of modern education.

To stay updated on the latest in EdTech, check out more insights and resources from us at Inspiration and have a look at a recent blog we put together on AI in Education Let's talk about AI. Which trend do you think will shape 2025? And how do you think it might impact assistive technologies as a whole?


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