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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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7 Top Learning Trends for 2016

Axonify

Based on conversations with top learning analysts, leading organizations and industry experts, here’s what we believe are the most credible and crucial learning trends for organizations in 2016. With respect to eLearning, big data is everything that’s gathered when a learner takes an eLearning course or training module.

Trends 177
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7 Top Learning Trends for 2016

Axonify

Based on conversations with top learning analysts, leading organizations and industry experts, here’s what we believe are the most credible and crucial learning trends for organizations in 2016. With respect to eLearning, big data is everything that’s gathered when a learner takes an eLearning course or training module.

Trends 178
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7 Top Learning Trends for 2016

Axonify

Based on conversations with top learning analysts, leading organizations and industry experts, here’s what we believe are the most credible and crucial learning trends for organizations in 2016. With respect to eLearning, big data is everything that’s gathered when a learner takes an eLearning course or training module.

Trends 100
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How to Leverage Interactive Learning Tools for Engaging Training Experiences

Kitaboo

A recent survey also revealed that a whopping 98% of the organizations plan to implement interactive training material/videos as part of their digital learning strategy in 2020. It gives employees the freedom to learn at their own pace and retain maximum knowledge during the process. Learning Through Gamification.

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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 In 2016, global revenues for self-paced eLearning reached $46.6 By 2021, worldwide revenues for eLearning will plummet to $33.4 In fact, in my blog post Games, Gamification & Learning in China I observed.

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Vision 2016 - An Interview with Todd Kasenberg

Raptivity

Today's interview in the Vision 2016 series is with Todd Kasenberg, Principal, Guiding Star Communications and Consulting. With career stints in both the for-profit and not-for-profit sectors, Todd brings years of experience and expertise in group processes, adult learning, online learning and marketing communications.