article thumbnail

4 Key Emerging Trends in LMS

Upside Learning

A semantic search function that understands and tracks user’s search intention and context. According to Ambient Insight’s report – The 2011-2016 Worldwide Game-based Learning Market: All Roads Lead to Mobile , the worldwide game-based learning market reached $1.2 billion in 2011. Gamification. billion by 2015.

LMS 270
article thumbnail

A Brief History of AI

Learningtogo

2011: IBM Watson defeats the best human players in the popular television game show Jeopardy! 2016: Russia deploys AI to successfully influence the U.S. Ashok Goel, a professor at Georgia Institute of Technology, famously used an AI program to simulate a teaching assistant in 2016. The computer is “too human” to be credible.

Cognitive 165
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

The European Accessibility Act: All You Need to Know

Hurix Digital

The European Accessibility Act (EAA) was first put forward in 2011 as an addition to the EU’s Web Accessibility Directive, which was adopted in 2016. It will help to keep track of the accessibility standards of your products and services as well as trace your progress toward WCAG compliance.

article thumbnail

Managing and measuring coaching in the new normal

CLO Magazine

The Kirkpatrick Model was updated in 2016, with a renewed emphasis on the importance of making learning and development relevant to people’s everyday jobs. A 2011 study by PricewaterhouseCoopers found the average return on investment for organizations investing in coaching was seven times the initial investment.

Coaching 108
article thumbnail

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

KZO Innovations

Between 2011 and 2017, participation in resource groups among companies who ranked in DiversityInc’s Top 10 leapt from 29% to 38%. August 25, 2016. August 25, 2016. Formalized in 2015, GameStop’s ERG program grew out of a 2011 focus group of “diversity champions.” Track and Measure the Effectiveness of ERGs.

article thumbnail

Why we learn more at play ? gamification and rewards for learning

Ed App

On top of already gamified features such as a point system, leaderboards, badges and more subtle visual elements that track learning progress, a library of customisable gamified templates is on hand when creating micro lessons. . Traci Sitzmann (2011). ‘A Kapp (2011). ‘In References. Zabelina and Michael D. Robinson (2010).

article thumbnail

Why we learn more at play ? gamification and rewards for learning

Ed App

On top of already gamified features such as a point system, leaderboards, badges and more subtle visual elements that track learning progress, a library of customisable gamified templates is on hand when creating micro lessons. . Traci Sitzmann (2011). ‘A Kapp (2011). ‘In References. Zabelina and Michael D. Robinson (2010).