Modern global trends in the educational sphere are almost entirely connected with digital technologies – artificial intelligence and neural networks, augmented and virtual reality, and interactive capabilities. This is documented in the Innovating Pedagogy report, compiled by the British Open University in collaboration with the Centre for Innovation in Learning and Teaching at the University of Cape Town. For over 10 years, experts have been compiling such relevant annual public reports. According to the report, 2024 is the year of multimodal learning, the convergence of learning contexts and learners, inclusivity, and the use of generative artificial intelligence. Naturally, the innovative technology industry immediately responds to these challenges, and in some cases, specialists even anticipate such trends. Denis Belov, the creator and director of the RMB Games-Educational Academy, saw this perspective more than five years ago, assembled an international team of developers, artists, and marketers, and focused on developing educational games for children using innovative technologies, including artificial intelligence and neural networks. We asked him to comment on the main trends of the year.
MULTIMODAL LEARNING AND INTERACTIVE ENVIRONMENT
A synthetic model has replaced traditional educational technologies, allowing the engagement of all channels of information perception and stimulating the activity and creative potential of the student. In this context, game models that utilize all the main modalities—text, image, audio, and video—have proven to be indispensable. They are especially effective for children.
For example, Denis Belov’s team has developed a platform specifically adapted for preschool institutions. It includes more than 90 levels and 400 different items – languages, geometry, numbers, and musical genres. When a child first launches the application, they see a bright and friendly menu with simple icons for navigation. The application intuitively offers various games and tasks, such as learning the alphabet through fun songs or solving puzzles with geometric shapes. The interface is designed so that the child can easily understand and start learning without adult assistance. Series of interactive educational applications, such as RMB Knowledge Park, Smart Wheel & Train, Musical Adventures, World of Numbers, World of Alphabet, and so on, are intended for children aged 2 to 9 years. Its main advantage is taking into account the individual characteristics of children, their interests and abilities, as well as maintaining interest in learning at an early age.
“We consulted with child psychologists and educators at all stages of development,” explains Denis. “They recommended making tasks more diverse to avoid monotony and overload. For example, they suggested alternating logic tasks with more creative assignments, such as drawing or music, so that the child could switch activities and not get tired. Interactivity is achieved through various tasks and games where the child must interact with screen elements. For example, the application may suggest that the child draw a letter, sort objects by shape or color, play musical instruments, or solve a math problem. Some games have a virtual interlocutor—a character who asks questions and helps the child move forward.”
… Learning environments are in need of becoming transformed so students are able to use immersive technologies to expand their learning opportunities. Belov predicts that multimodal learning will remain relevant and continue to develop as increases in technological tools and associated access to multimedia composing software have led to the ease of use of many modes in presenting, representing, and responding to information.
ADAPTATION TO PERSONAL NEEDS AND LEARNING THROUGH CHALLENGE
The success of learning largely depends on individual abilities and a comfortable and effective pace and rhythm. This requires the use of various learning models and communication methods, including engaging in independent problem-solving. The unified approach, relying on the characteristics of the average student, is becoming less common.
For example, the educational platform proposed by Denis Belov’s team takes this factor into account: each child learns at their own pace and receives tasks corresponding to their current level of knowledge and skills. Motivation is supported by game elements – achievements, rewards, and competitions. It is not surprising that the platform has received high marks from educators and parents and has been implemented in public and private kindergartens and children’s centers worldwide. RMB Games’ educational products have received several prestigious awards, including victories in the Reimagine Education Awards and Learning Technologies Awards, and have been recognized by the English Educational Academy of Teachers and Parents. They are actively used by American educators.
INCLUSION OF ARTIFICIAL INTELLIGENCE AND NEURAL NETWORKS
The main and most prominent trend in education is the use of artificial intelligence and digital resources: personalized educational programs are formed during the learning process, adapting to the needs and abilities of each child in real-time. Artificial intelligence adjusts the educational content, offering more complex or easier tasks. For example, in RMB Games’ educational products, artificial intelligence analyzes children’s behavior and adjusts the content depending on their level of knowledge and speed of material assimilation. For instance, if difficulties arise, artificial intelligence suggests repeating the material if the child did not cope the first time, or alternative teaching methods. If a task on addition is unclear, the application may offer a graphical example or an interactive game where the young user learns to count using visual elements.
“In the near future, I foresee even greater synergy between artificial intelligence and human involvement in education”, Belov comments. “AI will not only assist in personalizing learning paths but also anticipate the needs of each student based on deep data analysis. This will allow for a more seamless learning experience, reducing the workload on educators and enabling them to focus on creative and emotional support. When we first introduced AI into our products, I immediately recognized its transformative potential for education. AI brings endless possibilities, from real-time feedback to predicting learning difficulties before they even arise. I believe the future of education lies in a perfect balance between AI’s data-driven efficiency and the irreplaceable human touch that fosters creativity and critical thinking.”
The applications and systems used in Belov’s methodology collect data on children’s learning progress, including successes, mistakes, and preferences in ways of receiving information. Artificial intelligence analyzes this data and determines the most effective learning strategies for a particular student. And, of course, feedback is provided for parents and educators, giving them the opportunity to monitor and adjust the process.
CONVERGENCE OF CONTEXTS AND MEETING INDIVIDUAL DEMANDS
Multiculturalism and the concept of an open world dictate trends in education. Student engagement is generally stimulated by adapting to their cultural background and interests. This aspect is especially important for migrant children or those planning to move to other countries and travel in the future. Gamification certainly facilitates this work.
Belov’s team proposed learning through multilingual interactive books, with content adapted to the child’s knowledge level and becoming more complex as they progress. Children learn languages not just by reading but also through animation, audio accompaniment, and interactive tasks. These effects literally bring the story to life, and readers interact with characters, complete tasks, and learn new words through play. Since the program supports multiple languages, one of its results is perhaps the most in-demand and promising skill today: multilingualism. “We have implemented mechanisms that alternate tasks in different languages without overloading children,” says Belov. “For example, if a child is learning Spanish and English, the system offers tasks alternately, with the possibility of repeating already learned material. We also emphasize game elements that help children relax between tasks.” A natural continuation of this business strategy was close cooperation with Apple and Google – the applications are not only integrated into the educational programs of these companies but also received the status of recommended products. Among them are very popular innovative games through which children can simultaneously learn several languages, including Spanish, French, Portuguese, Italian, German, English, and Japanese. RMB Games products are actively sold and used worldwide – the company has recorded significant sales growth on iOS, Android, Windows, and Smart TV platforms, with millions of downloads and active users and an average rating of 4.5 stars.
Thanks to the use of multilingual applications, educational institutions have been able to expand their international audience reach. This led to a 40% increase in the number of users during the first year of use. Clients who implemented these educational solutions reported significant revenue growth due to increased subscriptions and in-app purchases. On average, they observe a 30-50% increase in revenue after implementing these solutions. …
“This trend of adapting educational tools to meet the individual and cultural needs of students is only going to deepen and expand,” Belov opines. “As the world becomes more interconnected and globalized, the ability to understand and communicate in multiple languages will be in ever-greater demand. Educational products will increasingly focus on catering to diverse cultural contexts, making learning not just a necessity but a truly engaging, personalized experience. I believe the next phase of this evolution will involve an even more sophisticated integration of cultural elements into educational content, allowing children to immerse themselves in different worlds while learning essential skills. Multilingual, multicultural education is not just a trend—it’s the future of learning.”
PEDAGOGY OF CARE, INCLUSIVITY, AND EQUAL OPPORTUNITIES
A separate conclusion for the education industry remains the provision of equal opportunities for all participants in the educational process and the adaptation of content for different cultures and languages, as different countries have their own educational standards and approaches. …. “Today, inclusivity and the provision of equal opportunities in education are not just ideals; they are a necessity,” explains Belov. The modern world is becoming more diverse, and it’s crucial that educational tools reflect this reality by adapting to the needs of children from different cultural and economic backgrounds. At RMB Games, we believe that every child deserves access to high-quality education, regardless of their circumstances. This is why we’ve made it a priority to offer our educational applications free of charge to children from low-income families and orphanages and why we work with international organizations to help improve educational opportunities in developing countries. The importance of inclusivity in education will only grow in the coming years as society continues to emphasize equity and access for all. It’s not just a trend—it’s a fundamental shift in how we view education and its role in building a better future.”
” All this has become possible thanks to many preventive steps and achievements by Belov – years of experience in information technology, automation, and project management, obtaining an MBA degree, a deep passion for technology, and, most importantly, a desire to help his own children learn.
INTERPENETRATION OF LEARNING ENVIRONMENTS
The integration of technologies and elements of the educational process is equally noted by both innovators and students. However, since these trends are only beginning to spread, the exchange of experience becomes critically important.
“By combining technology and pedagogy, the educational process is enriched with interactive multimedia resources, virtual laboratories, online courses, and other methods that enhance student motivation and contribute to deeper material comprehension“, Belov notes. “However, despite the significant prospects, this approach has its limitations. Broad implementation of new methods in the educational process requires investments in technical infrastructure, teacher training, and the development of new educational standards. Additionally, it is important to consider the cultural and methodological aspects of technology application to ensure it strengthens rather than simplifies the education system”.
Denis Belov is frequently invited today to conduct independent audits of educational programs and digital tools, and he is valued for his practical approach and understanding of how to integrate technology into the learning process. He participates in panel discussions and gives presentations at international conferences such as ATOMEXPO and Asia Power Week, discussing the prospects of digital learning and the implementation of artificial intelligence in educational products. Denis is the author of a series of training sessions and educational programs for teachers and developers of educational applications, helping them understand how to use modern technologies, such as artificial intelligence and gamification, to improve the quality of education. He has outlined his approaches to game and application development in several methodological guides, and some companies have acquired licenses to use his methods in their products. Currently, Belov is involved in joint research with universities and scientific institutes studying the impact of digital technologies on the learning process, and he regularly conducts online seminars and webinars, sharing his findings with a wide audience and stimulating discussions in the professional community. By the way, he was the one who facilitated the creation of an online community of developers and educators to exchange experiences and discuss new ideas in the educational field. Naturally, RMB Games constantly analyzes the results of its work. According to the company’s statistics, the implementation of adaptive educational applications reduces the time spent on preparing and conducting classes by 25-30 percent, allowing teachers to devote more time to individual work with students. Children spend 50 percent more time learning in applications compared to traditional methods – they are inevitably motivated and engaged by gamification and interactive elements. Educational institutions that have implemented RMB Games’ methods and products report a 20-30 percent increase in student performance, thanks to the individualization of the learning process and adaptive learning technologies.
“I see education primarily as a path to a better future,” Denis summarizes. “My personal mission is to make quality education accessible to as many children as possible around the world. I believe that education can change people’s lives and society as a whole, and I strive to ensure that my developments and projects bring real benefits. I also advocate for the use of technology to create equal opportunities for everyone, regardless of their social status, physical abilities, or cultural differences.”

Published: 09/30/2024