Remove 2015 Remove eLearning Strategy Remove Games Remove Gamification
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eLearning Trends for 2015: Here to Stay or Go Away?

Association eLearning

Trends in eLearning come and go, but a good LMS is forever. Below is a list of eLearning trends we expect to see in 2015. Massive Open Online Courses (MOOCs) are definitely trending in eLearning. It’s like the concept of “freemium” games where a game is free, but the add-ons have a small fee. Gamification.

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Making Learning Fun: Gamification

Origin Learning

A Gartner report says that by 2015, 50% of organizations managing innovation processes will gamify aspects of their business. In another case, 53% of the respondents participating in a Pew research found said that by 2020 gamification will be widely adopted by most of industries, communications scene and most of all education.

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Did You Know This About Gamification?

LearnDash

Gamification popularity is nothing new to those who are heavily involved in the learning industry. Every course seems to have even the smallest amount of gamification integrated, be it online or in-person. Gamification is growing in both the corporate sector and in education. gamification' Did You Also Know…?

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4 Successful Examples Of Gamification In Real-Life Corporate Training

Roundtable Learning

Did you know gamification increases employee engagement by 60% , leading to higher levels of employee confidence and productivity? . Gamification is by no means a new technique, as organizations have widely used rewards, leaderboards, badges, and more gamified elements for decades. How Is Gamification Used For Corporate Training?

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Is eLearning Dead? Is Instructional Design Dying with It?

Kapp Notes

Death of Self-Pace eLearning. In 2016, global revenues for self-paced eLearning reached $46.6 billion in 2015. In 2016, global revenues for self-paced eLearning reached $46.6 billion in 2015. By 2021, worldwide revenues for eLearning will plummet to $33.4 billion, down slightly from the $46.9

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Games Are the New Normal: The 2 Types of Gamification

OpenSesame

Gamification. It’s a buzzword that’s hard to escape if you work in the marketing industry, and even more inescapable if you deal with the ever-expanding elearning marketplace. Merriam-Webster defines it as “the process of adding games or game-like elements to something (as a task) so as to encourage participation”.

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2015 Reflections

Clark Quinn

The fact that a Learning Management System is not a strategy still doesn’t seem to have penetrated. The perpetration of so much bad elearning continues to be demonstrated at exhibition halls around the globe. Still pushing the Serious eLearning Manifesto. Which is bad news for L&D, I reckon. Stay tuned.