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Self-Paced E-Learning Market Evaporating, Report Finds

Marketplace K-12

Future revenue in the $33 billion e-learning market is expected to fall precipitously in the United States and internationally, but sales of other types of digital learning products are predicted to rise, according to a market research report released recently. Unstable Economies Impact E-Learning Market. percent and negative 1.1

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What All Leaders Should Learn About Training From The Health Care Industry

The Game Agency

Over the past decade, health care professionals have adopted game-based learning in volume, resulting in improved training and compliance rates, boosted patient care, and time and cost savings for clinical practices. ?. In 2016, Alzheimer’s Research U.K. James Rosser Jr. This time crunch is especially evident in health care.

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8 Reasons to Create Interactive Textbooks for Engaging K-12 Students

Kitaboo on EdTech

Are you still looking for reasons to create e-textbooks for students? If you draw a comparison between the two, i.e., traditional textbooks and interactive textbooks, you will see that e-textbooks clearly fare better than regular textbooks. Make the Course Interesting with Gamification. Education Technology / June 17, 2016.

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