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The Advent of Edutainment: How Technology is Changing the Way We Learn

Learning Routes

Over the period of time, many video games, toys, innovative websites, and youtube channels have been introduced based on this concept. According to market researcher Ambient Insight, revenues from educational-games increased from 2.6 billion USD in 2016 to 7.3 billion USD in 2021. Edutainment: Black or White? Or Grey?

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Competition Human Fuel for High Performance

Training Industry

It was one of those truly remarkable 2016 Olympic moments in Rio. But there’s no reason to believe that same spirit can’t build a similar landscape in organizations and institutions, where competition could be used to take performance to new heights, with everyone in the game to achieve stretch goals and play their biggest game.

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Gamification in E-Learning – Are you really learning?

eLearning 24-7

An addict for games. Not just any type of game mind you, rather one that I can win at. Billion dollars by 2016 (M2 Research). Some people define gamification in the e-learning space as games themselves – sim games for tests, or games for learning. I’m an addict. By the Numbers.

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How to Create and Sell Online Courses: A Step-by-Step Guide

ProProfs

took at least one online course in 2016. If you too are toying with the idea, this blog post can help you out. You should be able to embed elements such as puzzles and brain games to make learning highly stimulating. ?? Department of Education, more than 5 million students take online courses every year. Gamification.

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7 Best Practices for Maximizing the Value of Employee Resource Groups (ERGs)

KZO Innovations

August 25, 2016. August 25, 2016. They engage in community service and sponsor a range of charitable and community programs, many of which intersect with the company’s industry such as Toys for Tots and therapeutic gaming. Source: SHRM. Are Employee Resource Groups Good for Business. Source: SHRM. Meet the Experts.

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Watch Out For These Trends in Mobile Learning: 2015 And Beyond

Origin Learning

almost 4 in 10 organizations will rely exclusively on BYOD by 2016, and 85 percent of businesses will have some kind of BYOD program in place by 2020. Already, there are enough mobile gaming apps such as PAKRA , Showpad , QStream and many, many others. Device agnostic design approach. According to Gartner Inc.,

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Technology Shifts Shine a Light on the Future of Learning

Litmos

2016, like previous years, CES continued to have a major focus on TV technology both in size and quality. And that's a game-changer. At best they are currently fun toys: Differently shaped computers. Many of the booths have products best described as the birthing of an idea looking for funding. Most will never be seen again.