Global Gamification Market

The global gamification market is predicted to generate $76,298.9 million in revenue in 2030. During the…

Deep learning Gamification and Artificial Intelligence as a modern learning tool; or an agent of indoctrination

Over-idealized technocracy is evolving the typical viewpoint of millennial. The enduring technocratic voyage of corporate-driven ambitions…

Gamification in eLearning and Corporate Training

Gamification has become a key tool for companies to engage, train, reward, and retain employees. The…

Student Debt and Young America

Outstanding student loan debt in the U.S. has increased by 122% in 2019 dollars. The crisis…

Preventing Student Debt Problems Begins With Financial Literacy Education

Millennials are born between 1981 and 1996. The large levels of student debt amassed by many…

Unbundling Harvard

“In 2019, Harvard’s annual revenue hit $5.5B. However, the Covid-19 pandemic has hurt the financial outlook…

Amid a Pandemic: US Edtech Raises $2.2 Billion in 2020

In 2020, U.S. education technology startups raised over $2.2 billion in venture and private equity capital…

Turn Around or Die

For otherwise healthy companies, three priorities can be derived from these turnaround situations: prioritize execute communicate…

2012auto25 complexity of business and work A Human Framework for Reskilling

Rate of Automation

2021auto24 rate of automation