Remove Augmented Reality Remove Gamification Remove Gartner Remove Informal Learning
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2019 eLearning Predictions – Hype Curve

Web Courseworks

The Gartner Hype Cycle is the underlying theory of this project. It seems obvious that it should have applications in learning – for example, in recommending activities to address learning gaps – but the devil is in the details. Virtual reality (VR) is the use of technology to simulate an immersive, 3D experience.

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8 Corporate Learning Trends in 2017

Enyota Learning

Social learning is not a newly introduced concept in learning, but it is certainly on the rise. This is because in most organizations, social learning or informal learning takes place through eLearning. Hence, social learning is a trend to watch and adopt in today’s corporate learning courses.

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Watch Out For These Trends in Mobile Learning: 2015 And Beyond

Origin Learning

According to Gartner Inc., Gamified mobile learning and assessments. According to M2 Research, by 2015, 40 percent of Global 1000 organizations will use gamification as the primary mechanism to transform business operations. Gamification on the mobile is fun, engaging and convenient. Augmented Reality for mobiles.

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eLearning Hype Curve: Our Predictions for 2019

Web Courseworks

The Gartner Hype Cycle is the underlying theory of this project. It seems obvious that it should have applications in learning – for example, in recommending activities to address learning gaps – but the devil is in the details. Virtual reality (VR) is the use of technology to simulate an immersive, 3D experience.

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Sahana Chattopadhyay – Crystal Balling with Learnnovators

Learnnovators

She blogs at www.sahanac.com on topics related to the future of work, the shifting digital trends, and their deep impact on how we will work, learn and live in the future. In this context, it is needless to say that traditional e-learning (the page-turners as we called them) is obsolete.