Lesson 2.9: Trends in E-Learning
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Lesson 2.9: Trends in E-Learning
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On this page, you will discover different trends in e-learning.
1. Gamification - the application of typical elements of game playing (e.g., point scoring, competition with others, rules of play) to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service.
2. Mobile Learning - education or training conducted by means of portable computing devices such as smartphones or tablets computers. Learning across multiple contexts, through social and content interactions, using personal electronic devices.
3. Video Based Learning – The term is used in the sciences of learning and cognition to designate knowledge or skills acquired by being taught via video.
4. Social Media Learning – defined as a change in understanding that goes beyond the individual to become situated within wider social units or communities of practice through social interactions within social networks.
5. Blended Learning – Blended learning is an education program that combines online digital media with traditional classroom methods. It requires the physical presence of both teacher and student, with some elements of student control over time, place and pace.
6. Micro Learning – Microlearning deals with relatively small learning units and short term learning activities.
7. Augmented Reality – combination of real and virtual worlds. Given a real subject, captured on video or camera, the technology adds to that real-world image with extra layers of digital information.
8. Big Data and Learner Analytics-Learning analytics is he measurement, collection, analysis, and reporting of data about learners and their contexts, for purposes of understanding and optimizing learning and the environments in which it occurs.
The following video provides an example of gamification in an e-learning course. Please note this course is no longer available through ADLC.