The Problem No One Is Solving in the Ed-Tech Market
Educational technology—often called EdTech—is any use of tools, systems, or methods that help people learn more effectively. This could be as simple as a chalkboard in a classroom or as advanced as virtual reality headsets used for science simulations. At its core, EdTech is about combining education with technology to make learning easier, faster, more engaging, or more widely available.
One important branch of EdTech is digital software made for end consumers—regular people like students, parents, teachers, or anyone who wants to learn. Instead of being built for schools or institutions, this type of software is available directly to individuals.
Some common examples include:
Learning apps (like Duolingo for languages or Photomath for solving math problems).
E-learning platforms (such as Coursera, Udemy, or Khan Academy) where anyone can take courses online.
Educational games that make learning fun, often for kids, by mixing play with learning activities.
Productivity and study tools (like Quizlet for flashcards or Notion/Evernote for organizing study notes).
These digital tools are popular because they let people learn at their own pace, from anywhere, often for free or at a low cost. They put powerful learning resources directly in the hands of consumers without needing to go through a formal school system.
Hence, it is not surprising that the Ed-Tech market is booming — projected to grow from about USD $192.9 billion in 2025 to USD $705.75 billion by 2034 (CAGR ~15.50 %) (Market Research Future).
But despite this enormous growth and investment that goes into the companies that are in the ed-tech industry, many foundational problems remain unaddressed. While many of them chase scale, they often skip solving the hardest, structural issues.
In this piece, we will explain what those problems are, why they represent a real opportunity and how RUNOGAMES intends to solve them in order to create an enormous amount of value for customers.
1. The “Evidence Problem” — Weak or Absent Proof of Learning Outcomes
One of the biggest criticisms of the Ed-Tech industry is that many tools don’t have strong, independent evidence showing they actually improve learning. This is a huge problem, given that these same products are marketed with promises of improving learning. So, what kind of impression does this leave on the customer, who has been promised that product ‘x’ will help them with learning topic ‘y’, when in actuality we do not if that is the case because there is a lack of peer-reviewed efficacy evidence behind the product.
For example, this study (https://hechingerreport.org/ed-tech-companies-promise-results-but-their-claims-are-often-based-on-shoddy-research/?utm_source=chatgpt.com) found that many EdTech companies claim “proven” gains, but the underlying studies are often poorly designed, non-independent, or overstate causality.
While many platforms track metrics like engagement or clicks, few can credibly link their product use to actual measurable knowledge gains (e.g. mastery over a concept, retention over time). Without that, Ed-Tech often becomes flashy tech attached to fluff, not a real educational tool.
Again, the problem is with the wrong approach by companies. Instead of focusing on the customer and creating a product that serves them well, it is mainly marketing hype and recycled app designs, which are similar across most ed-tech apps.
5. Overemphasis on Engagement Metrics, Underemphasis on Depth
Too many Ed-Tech products chase surface metrics: session time, number of clicks, logins. Engagement is good, but when it becomes the goal, the deeper educational substance suffers. Some tools focus more on “stickiness” than actual learning design.
One bright spot: a study on personalized recommendations in an educational app showed adding personalization increased content consumption by ~60% and total usage by 14% (arXiv). But even that has to be paired with outcome-based design to be meaningful.
EdTech apps excel at making learning engaging, but often at the cost of depth. Gamified streaks, badges, and rewards encourage quick interactions, but they don’t necessarily lead to lasting understanding.
This results in:
Shallow memorization instead of deep comprehension.
Users feeling “addicted” to the app but unable to transfer skills into real-life contexts.
A widening gap between activity and mastery.
The industry rewards apps that can keep users tapping and swiping—but not those that cultivate the patience, focus, and deep practice real learning requires.
3. Narrow Subject Range — Where’s the Rest of Knowledge?
When you scan the EdTech landscape, one thing stands out: most popular tools cluster around languages and STEM subjects (science, technology, engineering, math).
But the human knowledge spectrum is far broader. Where are the consumer apps for:
Environmental issues (climate literacy, sustainability)?
Finance and law (understanding taxes, contracts, or personal money management)?
History, arts, and culture (beyond surface-level trivia)?
Literature and philosophy (critical thinking, analysis, creativity)?
The neglect of these areas means entire domains of learning remain inaccessible or underdeveloped for consumers. If education is meant to broaden horizons, current EdTech is keeping those horizons surprisingly narrow.
4. Recycled Designs, No True Innovation
Finally, take a look at the design of most consumer learning apps. Whether it’s language, coding, or math, they share a nearly identical formula:
Progress bars.
Daily streaks.
Quizzes with multiple choice.
Leaderboards.
The same flat design, pastel palettes, and gamification loops.
This copy-paste approach creates an industry that looks busy but is stuck in a creative rut. Instead of experimenting with new interaction models, adaptive systems, or immersive mechanics, most apps recycle the same templates.
The result? Consumers don’t feel real novelty. The excitement of trying a “new” learning app often fades quickly—because under the surface, it’s the same old thing.
Where RUNOGAMES Fits In
At RUNOGAMES, we see these problems as opportunities. By building educational games and tools that:
Prove learning outcomes with real, trackable evidence.
Focus on depth of knowledge, not just streaks and surface engagement.
Expand into neglected subjects that matter in the real world.
Introduce fresh designs, mechanics, and storytelling elements that feel truly new—
—we believe there is a chance to create enormous value for consumers and change the trajectory of the EdTech market.