It’s been around a while, but it’s just warming up. Gamification makes learning motivating, engaging, and fun. Gamification in eLearning follows exciting technologies and innovations within the gaming industry; think even more realistic learning experience potential using virtual and augmented reality. Expect to see more simulation, animations, and narrative based games.
- Corporate MOOCs (Massive Online Open Courses)
It’s been foreseen that in the near future universities will award degrees with 100% content on MOOCs. Currently students learning via MOOCs are getting certificates that will soon translate into credit. A growth area to watch for is the rise of co-branded MOOCs between corporations and established academic universities, which will see students paying fees to study rather than accessing free courses.
- Personalized learning
Traditionally, content is “pushed” at learners; however, personalized learning puts the learners in control, allowing them to “pull” information as needed, creating their own learning path. Learners are also offered choices as to how they prefer to learn and can choose mediums that suit their learning style and pace.
- M-learning and BYOD (Bring Your Own Device)
With mobile use growing, being desk bound is not necessary for accessing eLearning. Learners are opting to BYOD so they can access training anywhere, anytime. Small screen size means instructional designers need to accommodate appropriately chunking content.
- Augmented learning
Augmented or virtual reality experiences are a growth area in eLearning. Learners can be placed in a replica of their work space, or a modeled 3D environment, with content pop-ups and features superimposed. It’s the ultimate in taking the practical!
- APIs (Application Programming Interface)
SCORM and Tin Can are examples of APIs in eLearning; basically these programs have inbuilt instructions for applications to talk to each other, such as allowing content to flow easily between different LMS platforms. Tin Can takes it a step further, allowing user data collection both online and offline. APIs open up new opportunities in learner progress tracking.
- Cloud LMS
Cloud computing is now a major technology trend. In relation to eLearning, cloud based LMS services are gaining popularity and have the capacity to reduce operation costs.
- Flash HTML5 conversion
Two words: responsive design. Clients want the value of a single build that performs across multiple devices, since Flash is largely incompatible. HTML5 can play audio, video, 2D/3D graphics, and animation, all without a plug-in. In addition, HTML5 also gives hardware access, offline storage, and supports cloud-based applications.
- Wearable learning
Watch this space… Smart watches could soon be considered another “BYOD”. Obviously screen real estate is an issue, but the humble watch has applications for in-the-moment, on-the-job performance improvement such as alerting a worker when they are performing a task incorrectly or unsafely through motion-sensor technologies and offering personal coaching.
- Video in learning
You’re at home and you want to learn something fast, where do you go? YouTube. People love to watch stuff. Video with audio and overlaid text can cater for many learning types and is becoming much more of a must have in eLearning.