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Gamification in ACTION

Learnnovators

THE QUOTE: “ By no means are the concepts of game and gamification universally accepted as valid learning strategies, so we have some work to do in terms of educating more learning and development professionals of the value of these tools.”- THE JOURNEY: After our inspiring and thought-provoking interview with Karl Kapp, we were left wondering about the amazing possibilities of gamification and game-based learning. What is the present state of gamification?

2017 eLearning Predictions: Updated Hype Curve

Web Courseworks

Here is the short, graphical version: Our 2017 eLearning predictions set in terms of Gartner’s hype cycle. And below the fold, the long version, broken into the five stages popularized by Gartner: Innovation Trigger. As I wrote last year, “Online learning lags behind other industries in adopting new technologies. A newer standard than even xAPI, Caliper is somewhat less ambitious than xAPI in the number of use cases considered and APIs specified.

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2017 eLearning Predictions: Updated Hype Curve

Web Courseworks

Here is the short, graphical version: Our 2017 eLearning predictions set in terms of Gartner’s hype cycle. And below the fold, the long version, broken into the five stages popularized by Gartner: Innovation Trigger. As I wrote last year, “Online learning lags behind other industries in adopting new technologies. A newer standard than even xAPI, Caliper is somewhat less ambitious than xAPI in the number of use cases considered and APIs specified.

2016 eLearning Hype Curve Predictions

Web Courseworks

This year, we are placing our annual (and very popular) learning technology predictions on the the hype cycle. Our 2016 eLearning predictions set in terms of Gartner’s hype cycle. Online learning lags behind other industries in adopting new technologies. This is not because people in online learning are not interested in new technologies; it’s because we’re not a high-revenue industry compared to giant industries like consumer goods. In xAPI’s favor, the U.S.

Clark Quinn – Crystal Balling with Learnnovators

Learnnovators

ABOUT CLARK QUINN (Learning Technology Strategist): Clark Quinn, Ph.D., helps organizations align technology with how we think, work, and learn. He integrates creativity, cognitive science, and technology to lead development of strategic solutions including award-winning online content, educational computer games, and websites, as well as adaptive, mobile, and performance support systems. How do you look at the adaptive learning technologies of today?

2016 eLearning Hype Curve Predictions

Web Courseworks

This year, we are placing our annual (and very popular) learning technology predictions on the the hype cycle. Our 2016 eLearning predictions set in terms of Gartner’s hype cycle. Online learning lags behind other industries in adopting new technologies. This is not because people in online learning are not interested in new technologies; it’s because we’re not a high-revenue industry compared to giant industries like consumer goods. In xAPI’s favor, the U.S.

2018 eLearning Predictions: Updated Hype Curve

Web Courseworks

Here it is: Our 2018 eLearning predictions set in terms of Gartner’s hype cycle. As always, we try to use this blog post to speak from our experience as a learning technology partner to organizations that provide continuing education and professional development. In eLearning, we are at the very start of the hype curve with distributed ledgers: we can imagine the technology solving one of our recurring problems. xAPI: It is eerie how xAPI has exactly followed the hype curve.

5 Learning Trends to Watch at #ATD2016

Knowledge Guru

The trends are listed in the order the sessions occur, so you can consider this your very own “Learning Technology Track” if you’d like! Games and Gamification. We’ve been supporting the use of games and gamification for learning for almost 10 years now. This trend is more mature than the others: Gartner says it is finally headed to the mainstream. Gamification is the application of game mechanics and game elements to non-game activities.

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eLearning Hype Curve: Our Predictions for 2019

Web Courseworks

The Gartner Hype Cycle is the underlying theory of this project. The hype cycle theory holds that new concepts and technologies are initially little known, and thus little discussed, when they emerge from their Innovation Trigger – the point at which someone dreams them up, and only a small group of cognoscenti knows of them. The concept or technology descends into the next stage of the hype cycle: the Trough of Disillusionment.

5 Mobile Learning Trends In Vogue

CommLab India

According to Gartner , by 2017, 90% of corporate organizations will support some form of BYOD. Gamification is a learning strategy offering interactive experiences that actively engage and motivate learners in the learning process. Tapping the potential of gamification on mobiles is a rising trend. You can use authoring tools (Adobe Captivate, Adobe Storyline, and Lectora Inspire) to produce content compatible with xAPI. Learning Technology mobile learning