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Learning Pool Acquires HT2 Labs to Create Unique Learning Experience and Analytics Solutions

HT2 Labs

Leading online learning company, Learning Pool, has today announced the acquisition of HT2 Labs, the Oxfordshire-based learning innovation company best known for its market-leading Learning Locker and Curatr products.

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LEO Learning Turns 5: Looking Back on Learning Innovation and Successes

Leo Learning

This July, LEO Learning is celebrating its 5th birthday. Here, LEO Learning’s Managing Director, James Greenwood, and Chief Strategy Officer, Piers Lea, reflect on half a decade of learning innovation, milestones, and successes. What Makes LEO Learning a Great Place to Work?

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Top 8 2019 e-Learning trends

SkyPrep

The year 2019 has just started and it is the right time to analyze the trends that will impact the learning industry all year long, especially the e-Learning landscape. Here’s a sneak peak at the top 8 trends that are going to change the e-Learning game this year: 1. Flexible Learning.

Trends 45
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14 Must-Know e-Learning Stats

KZO Innovations

Countless reports, surveys, and studies have shown that the e-Learning industry isn’t showing any signs of slowing down. In fact, an increasing number of individuals, corporations, and institutions are turning to e-Learning as they recognize its effectiveness and its convenience. 74% of people use mobile devices for e-Learning.

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Industry trends that make you cringe: 10 learning experts share their bugbears

Elucidat

What digital learning trends and buzzwords make you cringe? 10 trends in workplace learning that will help you make sound decisions . There’s no doubt that there are, and always have been, a lot of buzzwords in the workplace learning industry. Stella Collins, Author of “Neuroscience for Learning and Development”. “We

Expert 66
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Game-based Learning Market worth $29.7 billion by 2026 – Report by MarketsandMarkets™

QuoDeck

Game-based learnings, such as AR VR games, AI-based games, Location-based games, Assessment and Evaluation games, Training, Knowledge and Skill-based games, Language learning games create modules, assessments, quizzes for the subjects of math, physics, chemistry, etc. billion in 2021 to USD 29.7 during the forecast period.

Games 59
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Celebrating the New Year and Five Years of Learning with gomo

gomo learning

The end of 2019 brings us to the end of an eventful decade in corporate learning. Technically, gomo existed before 2014: it was an experiment within Epic (the learning company that merged with LINE Communications to form LEO Learning ). The experiment looked into app-based learning delivery. The resulting gomo 2.0