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Gamification in E-Learning Marketplace

  • April 2015
  • -
  • Mind Commerce Publishing
  • -
  • 23 pages

Overview:

E-Learning represents delivery of part or all of a course using computing technology (computer, mobile or wearable devices) whether it's in a school or business training or full distance learning course. Due to advances in the "as a service" model, eLearning is often Cloud-based.

Using game mechanics or game elements in education is not something new but applying it to e-learning perspective is set to come of age and becoming a real contender. Gamification in e-learning is the application of game elements & techniques in the non-game e-leaning process to motivate & engage learners in solving problems. It is many way different from pure learning games but proved it as real game changer to boosts up learners' participation level and makes them better performer.

This report evaluates the historical overview, market implication, market revenue, vendor solutions, and real life examples for gamification in e-learning marketplace. Mind Commerce projects Gamification in E-Learning growth to reach $319 billion by 2020, among them College education & MOOCs is expected to hold 69% market share. All purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.

Target Audience:
Mobile network operators
Cloud and eLearning companies
Gamification platform providers
Learning & development companies
Enterprise corporate learning organizations
Report Benefits:
Forecasts for eLearning marketplace
Learn gamification and micro learning strategies
Understand gamification technologies and solutions
Identify opportunities for gamification in corporate L&D
Understand eLearning across various platforms and devices
Identify strategies for implementing gamification in education
Recognize the market opportunities for gamification in corporate L&D
Identify emerging training opportunities such as MOOC environments

Table Of Contents

Gamification in E-Learning Marketplace
Table of Contents:

1.0 OVERVIEW OF E-LEARNING INDUSTRY
1.1 WHAT IS E-LEARNING?
1.2 E-LEARNING INDUSTRY TREND 2015
1.3 KEY INDUSTRY CHALLENGES
2.0 GAMIFICATION IN E-LEARNING
2.1 WHAT IS GAMIFICATION IN E-LEARNING
2.2 LEARNING GAME VS. GAMIFICATION
2.3 INFLUENCE OF GAMIFICATION IN E-LEARNING
2.4 SCIENCE IN GAMIFICATION IN E-LEARNING
2.5 BENEFITS OF GAMIFICATION IN E-LEARNING
3.0 DESIGNING GAMIFICATION FOR E-LEARNING
3.1 GAME ELEMENTS FOR INSTRUCTIONAL DESIGN
3.2 ROLE OF CREATIVE DESIGN
3.3 FORMATIVE FEEDBACK LOOP
3.4 FAVORITE VS. LESS FAVORITE GAMIFICATION TECHNIQUES
3.5 GAMIFY E-LEARNING COURSE
3.6 GAMIFY E-LEARNING DEVELOPMENT FOR CONTENT CREATORS
3.7 MAKE LEARNER EVANGELIST
3.8 EXPECTED OUTCOME FROM LEARNERS
4.0 GAMIFICAITON IN E-LEARNING PLATFORM AND MARKET SEGMENT
4.1 MICRO LEARNING
4.2 MOOCS AND TABLET COMPUTING
4.3 LEARNING ANALYTICS
4.4 3D PRINTING
4.5 WEARABLE TECHNOLOGY
4.6 CORPORATE TRAINING
4.7 COLLEGE EDUCATION
4.8 K12 EDUCATION
5.0 GAMIFICATION IN E-LEARNING MARKET PROJECTION
5.1 GLOBAL E-LEARNING MARKET VALUE 2015 - 2020
5.2 GAMIFICATION IN E-LEARNING MARKET VALUE 2015 - 2020
5.3 MARKET VALUE BY TECHNOLOGY PLATFORM 2015 - 2020
5.4 MARKET VALUE BY SEGMENT 2015 - 2020
5.5 CORPORATE VS. COLLEGE EDUCATION
5.6 LEARNER PREFERENCE OVER E-LEARNING PLATFORM
5.7 GLOBAL MOBILE/TABLET LEARNING GAME MARKET EXCLUDING H/W 2015 - 2020

Figures

Figure 1: Global E-Learning Software and Application Market 2015 - 2020
Figure 2: Global Gamification in E-Learning S/W and App Market 2015 - 2020
Figure 3: Mobile vs. Computer vs. Wearable Platform 2015 - 2020
Figure 4: Corporate vs. College and MOOCs vs. K12 Education 2015 - 2020
Figure 5: Mobile and Tablet Learning Game Market excluding H/W 2015 - 2020

Tables

Table 1: Difference between Learning Game and Gamification
Table 2: Favorite vs. Less Favorite Gamify Techniques
Table 3: Gamification in E-Learning Market by Mobile vs. Computer vs. Wearable
Table 4: Gamification in E-Learning Corporate vs. College/MOOCs vs. K12

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