The learning curve for working adults can be steep when it comes to picking up the most up-to-date skills, or knowledge from a different industry. The, combined with the fact that the attention span of an average adult ranges between 10 to 20 minutes, poses a challenge when an instructor is trying to pass on information, especially during a business skills training. However, game-based learning could be a perfect solution this.
Online or Blended Learning
Technology has disrupted various industries, and the education sector is no exception. Smartphones have taken over the world, and has now become the most preferred device to access the internet. As such, mobile learning has discovered new dimensions of learning and avenues for personal growth.
Scenario-based learning has been widely applied in both formal and informal eLearning. Essentially, scenario-based learning incorporates real-life scenarios to support active learning, comprehension, and applications of the lessons learnt.
In today’s day and age, it is expected of employers to take on the responsibility of improving the skillset of their employees, so as to increase their productivity. It was not till two decades ago, that an average employee would work at an organisation solely reliant on the skills and knowledge gained from their education prior to joining the workforce. However, this practice is increasingly becoming phased out brought about by significant changes to the dynamics of the corporate space.
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.
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.