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Metaverse Education: What’s Next for Virtual Learning?

ViewSonic Education

’ The company saw the metaverse as the future of online social interactions and as the evolution of existing social media. These types of virtual platforms are part of what is known as the gamification of learning, which is the use of gaming elements to improve student engagement and overall enjoyment.

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Revolutionize Your Workforce with Cutting-Edge Training Apps

Kitaboo on EdTech

As the mobile learning market surged to $68.36 Top Features to Consider While Choosing a Corporate Training App Progress Tracking User Authentication Discussion Forums Performance Analytics Reminders and Notifications Gamification In-app Support IV. It helps keep your company competitive in today’s fast-paced business world.

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And the top e-learning trends for 2016 are.

Neo LMS

First, mobile learning. Sure, there were lots of devices released in 2014 and the years before, but 2015 was the mobile age. There are those who are already replacing their full-blown laptops with a more portable tablet. Second, the introduction of gamification. Just to get things going, here’s a recap of 2015.

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Top 10 Education Tech Trends in 2022

Kitaboo on EdTech

Even other physical objects like whiteboards, digital boards, tablets, digital pens, and translation devices are considered to be part of the Edtech ecosystem. . Gamification . Advancement in digital technology has bought a lot of gamification features that can be added to eLearning modules. Digital Textbooks .

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10 Ways to Publish Your Game Anywhere

The Game Agency

Pre-load the game links onto mobile devices that can then be used at a live event. I deployed the Jump and Match games on behalf of a leading Fortune 100 processor company. This is a great way to make a company wide conference call more engaging. How Recruiters Can Use Gamification to Attract and Engage New Employees.

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10 Experts’ Predictions for Education and Technology in 2016

GoConqr

One of the biggest EdTech trends in 2016 and for the years to follow will be gamification. Gamification will provide the necessary motivation, engage learners, and bring back the fun element in the learning process. Mobile learning. It is therefore important that eLearning content is mobile supported. Click To Tweet.

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Self-Paced E-Learning Market Evaporating, Report Finds

Marketplace K-12

The report defines self-paced courseware as being accessed on a desktop or laptop and spanning the K-12, higher education, corporate training, and privately marketed software (such as that produced by language-learning company Rosetta Stone) sectors. Educators Weigh iPad’s Dominance of the Tablet Market.

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