Month: March 2016

“Gamification should be about driving learning and behavior change” — Karl Kapp, professor of instructional technology, Bloomsburg University  A massive thank you to our friends over at Online Education Degrees for sending us this one. As you can see it takes a deeper look into the statistics both powering and empowering Game Based Learning. When you start seeing statistics like 80% of learners would be more productive if learning was more game like 50% of

 “A major part of the e-learning industry will be driven by gamification. It is predicted to be a $10 billion industry by 2020.” 20 Billion. That’s only a staggering number when you stop to think that by 2015 we estimate that prediction will double. Why? Gamification is just that important and not just for ‘Gamification’s’ sake: The tools our Sector creates, model and approaches, skill assessments and design all influence not just the Gamification sector

“Nearly 80% of learners claim they would be more productive if their work was more game-like” With the Top 5 Corporate Learning Trends for 2016 being Game-Based learning, Mobile learning, Video-Based learning, Micro Learning and Informal Learning there is a lot of space in this sector for innovation in the way education and training are delivered. It should also be pointed out that these categories aren’t mutually exclusive but rather inclusive: It’s quite easy to

“For the past six years, ELI has surveyed its higher education community to determine key issues & opportunities in post-secondary teaching & learning.” As you will clearly see Gamification will play a key role in the critical issues and vital sectors for Education in 2016. Of particular interest will be the areas of E-Learning, Skill Assessment, OER’s and MOOC’s and Mobile Learning. In short: All areas currently or soon to be hot sectors for Innovation