The document discusses several trends in e-learning: gamification, wearable technology, mobile learning, and social media. Gamification uses games to make learning interactive and competitive to foster learning. Wearable technology like augmented reality makes e-learning more dynamic and accessible through devices. Mobile learning allows obtaining educational content on personal devices like phones. Social media can amplify personalization of learning and acts as a means of direct communication between learners.
The document discusses several trends in e-learning: gamification, wearable technology, mobile learning, and social media. Gamification uses games to make learning interactive and competitive to foster learning. Wearable technology like augmented reality makes e-learning more dynamic and accessible through devices. Mobile learning allows obtaining educational content on personal devices like phones. Social media can amplify personalization of learning and acts as a means of direct communication between learners.
The document discusses several trends in e-learning: gamification, wearable technology, mobile learning, and social media. Gamification uses games to make learning interactive and competitive to foster learning. Wearable technology like augmented reality makes e-learning more dynamic and accessible through devices. Mobile learning allows obtaining educational content on personal devices like phones. Social media can amplify personalization of learning and acts as a means of direct communication between learners.
ALFIE N. RAPISURA MMSU-MIT WHAT ARE THE TRENDS IN E-LEARNING? GAMIFICATION GAMIFICATION
Games are exciting and
create a lasting impact. They are interactive – drawing out even the most reluctant learner to experience, do and learn. Games foster the spirit of competition and that in turn fosters learning. GAMIFICATION
Another big advantage of
gamification is that it provides the learners an opportunity to learn by doing. Games can re-enforce learning by providing challenging activities to the learner. They can make them think about what they ‘know’ and prod them to apply it into practical scenarios. GAMIFICATION WEARABLE TECHNOLOGY WEARABLE TECHNOLOGY
Wearable tech devices give
learners the opportunity to interact with the subject matter in a more dynamic way. They also make eLearning more accessible and engaging for your audience, even those who don’t usually have the time to receive formal training. WEARABLE TECHNOLOGY
Augmented reality becomes
an integral part of online education. The main booster of augmented learning will be virtual reality and its accessibility. People will be able to enhance their online education with visual and auditory perception. WEARABLE TECHNOLOGY MOBILE LEARNING MOBILE LEARNING
Mobile learning is the ability
to obtain or provide educational content on personal pocket devices such as personal digital assistants (PDAs), smartphones and mobile phones. MOBILE LEARNING
Educational content refers to
digital learning assets which includes any form of content or media made available on a personal device. MOBILE LEARNING SOCIAL MEDIA SOCIAL MEDIA
Always perceived as tools of
promotion, social media can become a strong amplifier on the way to personalization, because they are a means of direct communication with users. SOCIAL MEDIA
One of the dramatic
examples of this trend is Twitter. This social media network has been ranked # 1 in the list of «Top 100 Tools for Learning» for 7 years in a row since 2009. SOCIAL MEDIA
“For me Twitter gives access to smart
people who provide an enormous wealth of information and insight through their commentary and links to research, articles and other resources.” – -Charles Jennings, 2015 SOCIAL MEDIA TRENDS IN E-LEARNING