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2019 eLearning Predictions – Hype Curve

Web Courseworks

Around New Year’s Day each year, we issue our predictions for the top eLearning trends of the coming year. Here is this year’s eLearning hype curve: About the Hype Cycle. The Gartner Hype Cycle is the underlying theory of this project. How we Built the eLearning Hype Curve.

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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. Embedded gaming strategies can include drag-n-drop, sequencing, matching, trivia, etc. However, convincing the CEO that gamification works is a tougher challenge.

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eLearning Hype Curve: Our Predictions for 2019

Web Courseworks

Around New Year’s Day each year, we issue our predictions for the top eLearning trends of the coming year. Here is this year’s eLearning hype curve: What’s the eLearning Hype Cycle? The Gartner Hype Cycle is the underlying theory of this project. Building the eLearning Hype Curve Dataset.

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5 Examples Of Gamification Strategies For Corporate Training

Adobe Captivate

In this article, I will highlight why you should adopt gamification strategies for your varied training needs. Presenting examples that match 5 top corporate training needs, I will show you exactly how you can achieve this. Effective Gamification Strategies For Corporate Training. billion in 2016 [1]. billion by 2021.

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8 Corporate Learning Trends in 2017

Enyota Learning

Corporate learning has now become one of the main business elements in organizations that want to focus on employee training. Over the years, corporate training has come far from classroom training. Here are a few ongoing trends in corporate learning that have caught the attention of eLearning industry experts this year: 1.

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How Social Learning is Powering Up Today’s Workplaces

Learnnovators

Social tools leave a digital audit trail, documenting our learning journey—often an unfolding story—and leaving a path for others to follow.” ― Marcia Conner. “ Through 2015, 80% of social business efforts will not achieve the intended benefits due to inadequate leadership and over emphasis on technology.” – Gartner . OUR FINDINGS.

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What You Need To Know About Corporate Gamification of Learning

eLearningMind

The term hit buzzword fame in 2011 when Gartner (the go to company that assesses and decides whether to invest in specific technologies) officially added it to its “Hype Cycle” list. Gartner defines gamification as: “The use of game mechanics and experience design to digitally engage and motivate people to achieve their goals.”.