5 Trends of e-Learning This 2014
E-learning is commonplace now and is becoming a standard of learning for corporations and the academe. The use of digital devices are becoming much more essential as educational tools and technologies are eventually becoming more consumer appropriate –more portable and cheaper.
Training and learning have been revolutionized by the e-learning wave. Companies and corporations no longer require a vast amount of general knowledge but instead they can focus on skills that help them save money in order to decrease downtime and increase effectiveness.
This 2014, let’s look at e-learning trends and how it can help us as learners or educators.
Less paper more tablets
This 2014, around 90,000 tablets will be distributed to public schools in Gauteng, South Africa, as part of a new e-learning initiative. This means that students are no longer bound to carry heavy textbooks from classroom to classroom since they can access they e-books through their tablet’s online portal.
Mobile is gaining more traction as e-learning developers are increasing focus on apps that can deliver the most effective way of learning. In Africa, smartphone growth has been on the rise since 2000, increasing 45% annually.
Gamification is the process of using game dynamics and thinking in order to engage audiences. According to analyst company Gartner, more than 50% of businesses that manage innovation processes will gamify those processes by 2015 and more than 70% of the globe’s companies are expected to own at least one gamified app by 2014.
If properly used, social networking sites can be an avenue for your efficiency improvement. Social media offers a wide option to learn and interact. According to Dr. Richard J. Light from the Harvard School of Education, a student’s success is correlated in their ability to participate and engage in study groups. Social media is a great avenue for this.
This improved version of HTML supports better graphics, scalable vector graphics to be precise, this means better interactivity with learners. This can push the boundaries on what can be achieved in an online environment.
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