2015: A brief recap and looking beyond!
The New Year, 2015 is just a few days old and it is that
time of the year where we all have come back from the vacations, and are on a verge
to kick start the New Year with a bang. So, before we look beyond, it will be better
to take a dig at the past and see what is coming ahead this year.
Global Industry Analysts, which is a research company, have estimated
that the market value for e-Learning will reach a $US 107 billion in 2015.
Let us all get together to see what’s in store for the year
ahead for us, and predict the key learning trends.
Learning via mobile is a new phenomenon
Last year saw a tremendous growth in mobile learning due to
an increase in the usage of smartphones. Mobile Learning Market Report have
predicted the five-year compound annual growth rate (CAGR) for the mLearning
market to be 18.2% and estimated global revenues would be at $US 12.2 billion
by 2017. It has also been predicted that almost all of the world’s population
will have a smartphone though this had been already true for most of the year
2014. As the usage of mobiles continues to grow, it has become evident now that
mobile learning will be the new mode of learning due to ease-of-access
capabilities as it allows a learner to access learning anywhere and at any time.
Increase usage of APIs in learning
Like last year, this year too will see an extended growth in
the usage of APIs or Application Programming Interface like Tin Can API. Tin
Can, which is a Learning Record Store (LRS), helps track learner’s progress as
they engage in traditional, formal learning as well as informal and social
learning. This API is all set to overhaul SCORM as the “Go-To” industry standard LRS.
Gamification in learning
As Karl Kapp have said, “The future of eLearning cannot be boring courses lacking engagement or emotional response…the future of eLearning must include games and gamification.”
Gamification has emerged as a significant trend since recent
years, and it will be one of the top trends this year as well. This type of
learning includes game mechanism and game design techniques, and it is a powerful
tool to engage the learners. It helps to develop skills and enable innovation
among the learners. Gamification allows the learner to learn a new skill by
doing real tasks in in a real environment in a fun and interactive manner.
Video-based learning
With the rise of mobile devices, video-based learning also
saw a tremendous increase last year. It was estimated by Google and Ipsos
MediaCT that over 67% of mobile users who own a smartphone watch videos. In addition,
it was also estimated that 14% use videos at least once a day.
Rise of cloud-based LMS
Like last year, cloud-based LMS will see a continuous growth
due to excessive rise of cloud technology. The forecasts
show that the Learning Management Systems or LMS will rise at a rate of 25% for
the next five years reaching $ US 783 billion in 2018. It also has been projected
that the growth of cloud-based LMS will rise in 2015.
Use of Analytics in learning
Last year, Big Data was an area that had a greater impact in
the IT industry and we also saw how Big Data has been used by the companies to
determine the efficiency of learning. This will help calculate and project a
more accurate ROI—and then create personalized learning to suit the needs of
the learners.
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