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Top 5 eLearning Trends Happening Now

Association eLearning

I recently attended the Training 2016 Conference and Expo as an exhibitor. These top 5 features are gaining popularity in 2016 and beyond. Once again Gamification tops the list of eLearning trends for 2016, as more training departments and continuing education providers seek new methods to engage learners and increase retention.

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2016 eLearning Hype Curve Follow Up

Web Courseworks

Last December, we placed some of eLearning’s most interesting trends on the hype curve. Now that we are over halfway through 2016, we felt it was time to reflect on how well our predictions played out here at Web Courseworks as well as the eLearning industry. Read xAPI in the eLearning Community. Innovation Trigger.

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TOPYX LMS Survey Reveals 70% of Clients Expect to Grow Their Learning Management System User Base Within 12 Months

TOPYX LMS

The global Learning Management System (LMS) market is expected to grow from $5B in 2016 to $10B in the next five years, according to recent research by MarketsandMarkets. Since 1995, Interactyx has worked with educational programs to develop engaging learning management solutions.

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The Gamification of Corporate Training

Association eLearning

So how do you make the business cases for the gamification of corporate training? In eLearning the most common forms of gamification are badges and leaderboards. Immersive eLearning games involve “immersing” the learner into a fully simulated environment. Gamification, Game-Based Learning, and Simulations. Gamification.

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How to Design an Effective LMS Training Program

TOPYX LMS

Like many decision makers, you may be more than ready to improve the effectiveness of your company’s LMS training program. However, before moving forward with such a venture, it’s important that corporate leaders determine if they feel confident in their LMS ( learning management system ) program-building skills.

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How Gamification Can Improve Corporate Learning

InSync Training

It refers to the applicat ion of game elements and principles in learning sessions, and is a popular approach used in eLearning and company training sessions. In fact, the 2016-2021 Global Game-based Learning Market report stated that game-based learning products reached a global revenue of $2.6 billion in 2016.

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Year in Review - 2016

The Performance Improvement Blog

The theme of creating and sustaining a learning culture in organizations continued to influence most of my blog posts in 2016. As a way of review, I’ve selected five blog posts about a “learning culture” and “managing minds” from 2016 that had the most interest from readers. Here is the title of each post with a short excerpt.