Game-based learning is gaining traction especially with the advancement of education technology. Contrary to popular belief, game-based learning is more than a way of making learning enriching and informative yet fun even for a mature demographic like working adults. When designed with a purpose, it can provide crucial support to the learning process of students.
With every New Year, learning and development trends change for the better. 2019 has not been any different and according to Forbes, the e-Learning industry has impacted the world economy positively. Many people have given their predictions about the growth of the industry, but they all revolve around two topics, artificial technology and m-learning.
E-Learning in Singapore has come a long way and it is influenced by global trends in the eLearning industry. Over the years, development in infrastructure, demographic profile, demand for skilled workers and the ICT sectors has contributed to the growth of e-Learning in Singapore.
Today, e-Learning is dependent on learning management systems (LMS). lms have been gaining popularity over the last couple of years and going forward there is a vibrant market for e-Learning services that offer reliable talent management, solid training, and efficient organisational development.
Ever since its introduction, e-Learning has continually improved, with new elements being added regularly. One of the most notable additions of recent time is gamification. Similar to its application in other areas of activity, gamification in e-Learning aims to increase engagement and make it more exciting to the learners.
Virtually all industries today are receiving one kind of disruption or the other and for the education market, learning management systems have brought the most change. According to a recent report released by The National Centre for Education Statistics, came up with the following insights as to how learning management systems are changing education today.
Gamification is the application of game playing elements such as rules, competing with other players and scoring points in other areas of activity to promote engagement and solve various challenges.
Gamification is increasingly becoming an integral part of the operations of several companies. Many companies are turning to this concept to increase employee engagement, as well as a means of teaching, rewarding and retaining their staff.
Blended learning is the term used in describing the way eLearning is being combined with traditional classroom methods as well as independent study. This hybrid teaching methodology brings a better change to the traditional education methodology without an overhaul of computer hardware.
Learning management systems are designed to help individuals in developing, managing, and providing online courses and training programs to learners. Both learners and instructors use the platform to learn and highlight their skills wherever and whenever they need to as per their convenience.