Three BIG eLearning Trends For 2017




 

SO HERE ARE OUR THREE BIG TRENDS FOR 2017:

1. Mobile Learning. Or Better Make That Real Mobile Learning



Mobile learning has been consistently listed as a trend for almost 10 years now. In fact, it has already been adopted by a large number of organizations in some form – initially by making eLearning available
on tablets, and more recently through responsive courses that are accessible on smaller mobile devices as well. So in a way the ‘technical hurdles’ for delivering mobile learning have been overcome.

We are now witnessing a move towards real mobile learning, that is, mobile learning that really leverages the unique affordances of mobile devices. There’s a growing demand for Mobile First design for bite-sized chunks that can be consumed in less than five minutes as performance support or key point recaps or continuous reinforcement over time. 


2. Interactive Videos




Videos (including both real life videos and 2D/3D animation videos) are regaining their lost glory.
In its heyday, video was THE mode of training delivery via VHS tapes. Most organizations had a library of such videos and a training room in which to view them. I myself have attended such ‘training sessions’ when I worked in the logistics division of a large auto manufacturer here in India.
But when training began to shift to web-based delivery formats, the use of videos became almost impossible due to low bandwidths available in the initial days. And video suddenly went out of fashion.
Times have now changed and today powerful mobile devices combined with Wi-Fi or 4G/3G speeds have led to the resurgence of videos in training. YouTube is indeed one of the best examples for video-based training that we all benefit from in both our personal and professional lives.

3. Games & Gamification


There’s growing interest in games and gamification and they have become buzzwords in the industry now. However, we believe there is still some confusion surrounding these terms. We’ve tried to distinguish between them in our previous articles on Games vs. Game-Based Learning vs. Gamification and Gamification in Learning.
With mobile devices now firmly in the mix, there’s greater potential to implement games and gamification. We’re much more likely to play a quick 5-minute game on our phones while waiting for a bus than on our computers while at work. We’re also likelier to catch up on comments, or give a quick nod – or tap – of appreciation to a short piece of content from our phones and tablets. After all, we’re accustomed to using these devices for such types of interactions on social networking and content sharing sites.

Mobile devices also bring in the opportunity to use geo-location and augmented reality, thereby adding to the possibilities for creating game-based learning solutions.

So those are our Three Big eLearning Trends for 2017.

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