Three Things Trending in E-learning

Nowadays, technology plays a very important role in our day-to-day life, whether it is a matter of living standard or seeking education. E-learning is one such technology-based system of education that can prove to be highly educative for the learners. The three things which have been adopted in custom e-learning solutions include mobile learning, (short-form) video and gamification.
Mobile learning: Mobile is a must-have thing for all sorts of people. Learning through mobile is highly effective for each and every employee of the company. With the help of e-learning content development services, the content is put on the web and the people get to watch that on their tablets and phones. Nowadays, people are used to watching shorter videos on the mobile devices and so this mode of learning proves very useful for them. The people can access this learning from any nook and corner of the world and keep in abreast with the latest happenings.
(Short-Form) Video: Videos have existed for a long time, but their immense popularity arose when they were posted to YouTube for the enhancement of the knowledge of the learners. Indubitably, it took a long time for a video to adapt to instructional designs and it still lags behind today's adult learning methodologies. Video quality, cost and time involvement are reasons for that. Nowadays, most of the companies make short lecture-style videos for the students so that they can understand the content easily. These videos lay focus on the specific job skills and on many areas of professional development. As a result, there is a huge collection of content. This prevents the students from running one library to another to gather the amount of content that they need.
Gamification: As per the latest survey conducted, it has been found that about 75% of people working in any company are casual gamers. Keeping this thing into consideration, it was thought that creating games would be a good means to increase engagement and motivate employees to spend quality time with e-learning. Xerox, IBM and Deloitte are some of the players, which have brought some kind of interactive e-learning into practice.
There are elements of games, which are adopted for creation of better learning engagement. For instance, leaderboards and several other achievement-based systems can allow employees to complete their courses in order to get certain levels of certification. In fact, these won't be games in view of traditional sense, but they will use some social and competitive aspects of the games. So, this mode of learning creates curiosity of learning in the learners with the gist of games. Learning becomes fun and learners take an apt attention into it.

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