From Wikipedia, Persuasive technologies are broadly defined as technologies designed to change attitudes or behaviors of the users through persuasion and social influence, but not necessarily through coercion.
‘Good’ examples of this strategy exist in the health profession, among others, to aid individuals in keep in keeping with a regimen that would be beneficial to their wellbeing. ‘Bad’ examples also proliferate, such as how persistent fake news on prevailing media channels can gradually shift collective opinions in asocial directions.
The reason this option is offered here is that Gartner (2021) has identified the “Internet of Behaviours” as a top ten technology (below), so it is important to examine critically.
Cultural, social and individual persuasion have been essential to humanity forever, including within education, so the potentials and pitfalls of digital persuasion are deeply relevant to the modern educator.