Remove Augmented Reality Remove Gamification Remove Learning Space Remove Library
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Top 7 Innovations in K-12 Education

Hurix Digital

Digital Content Libraries 4. Collaborative Learning With Social Media 5. Simulation and Game-Based Learning 6. AR or Augmented Reality 7. A digital content library for schools is a digital collection of critical scholarly resources in an easy-to-search platform. rather than only in a classroom.

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2018 eLearning Predictions: Updated Hype Curve

Web Courseworks

Augmented and Virtual Reality: Everyone is appropriately excited about the idea of overlaying educational graphics on the real world (augmented reality) or creating truly immersive virtual worlds (virtual reality). As for that other definition of subscription learning, spaced learning, we are, again, all for it.

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Top eLearning Trends For 2018

Adobe Captivate

Having spent more than 14 years in the eLearning space and working closely with seasoned learning professionals at Tesseract Learning servicing global customers, I am sharing my thoughts on the trends for 2018. Virtual and Augmented Reality are currently the hottest modes of implementing training.

Trends 45
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8 eLearning Trends you need to know about in 2018

TalentLMS

It’s a more responsive approach to learning, much like targeted marketing. Then, the most appropriate modules and assessments are selected from a library, and allocated to the relevant learner. This means that individual learners get to focus their learning (and time) on what they require most. But it’s getting bigger.

Trends 80
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Executive Roundtable – Learning Systems Execs Q/A

eLearning 24-7

Virtual Reality and augmented reality (VR/AR) are adding an additional dimension to the methods of assessing behaviors in simulated and real-life experiences, allowing observers to record, track and manage training requirements. Q: When we talk about upskilling, systems are starting to provide more capabilities around it.

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Enterprise Mobile Learning 2011 - Year in Review

mLearning Trends

I still think the Mobile App is King in the enterprise mobile learning space although the drum thumps of HTML5-based mobile web apps can be heard faintly in the distance. We’ve now added a new gamification layer to our enterprise mobile learning platform – think support for badges, leader boards, rewards/incentives, levels, etc.