LearnDash

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Gamification: What it is and Why it Matters

LearnDash

The goal is to create incentives and a more engaging experience” (Swan, 2012, p.13). The very core of gamification is a “participation-and-reward system” (Swan, 2012, p.13) It is “the process of adding game mechanics to processes, programs, and platforms that would not traditional use such concepts.

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ELearning Critical to Lifelong Learning

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In 2011, two professors at Stanford University start Coursera. In 2012, Harvard University and Massachusetts Institute of Technology start edX, another MOOC inspired program with a focus on tech subjects. In 2010, Udemy is launched, granting people both the opportunity to teach and take courses across a large variety of topics.

eLearning 170
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Elearning’s Latest Trends and What it Means for You

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million was spent in 2011 compared to the $3.5 million spent in 2012. Another part that I found interesting from their survey is that nearly 240% of respondents indicated that they plan to invest more into elearning in 2013. This was a similar pattern found in the previous year’s report, and the data is backing it up as a reported $1.46

Trends 179