eLearning in Europe: A Growing Market

Republished from original post on Capterra blog by @rgogos

The European eLearning market looks to be in the midst of some big change.

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Education technology company Edxus Group recently partnered with IBIS Capital, a specialist media investment and advisory firm, to publish an elearning industry report entitled: A European Perspective on Elearning. Despite showing the European market to be fragmented and characterized by limited invested capital to date, the evidence of an upsurge in activity combined with increased investment points to a market ‘on the turn.’ Continue reading

10 eLearning buzzwords you need to know!

top-10In this post we’ve put together short descriptions of the top 10 buzzwords in eLearning at the moment: Tin Can, Social Learning, Gamification, mLearning, Tablet learning, Rapid eLearning, Microlearning, Personalization, Blended learning, and Lifelong learning.

Tin Can

The Tin Can API is a brand new learning technology specification that opens up an entire world of experiences (online and offline). This API captures the activities that happen as part of learning experiences. A wide range of systems can now securely communicate with a simple vocabulary that captures this stream of activities. Previous specifications were difficult and had limitations whereas the Tin Can API is simple and flexible, and lifts many of the older restrictions. Mobile learning, simulations, virtual worlds, serious games, real-world activities, experiential learning, social learning, offline learning, and collaborative learning are just some of the things that can now be recognized and communicated well with the Tin Can API. What’s more, the Tin Can API is community-driven, and free to implement.  (TinCanAPI.com)

For more on Tin Can check our previous posts listed on this page.

Social Learning

Social learning is learning that takes place through social interaction between peers and it may or may not lead to a change in attitudes and/or behavior. More specifically, to be considered social learning, a process must: (1) demonstrate that a change in understanding has taken place in the individuals involved; (2) demonstrate that this change goes beyond the individual and becomes situated within wider social units or communities of practice; and (3) occur through social interactions and processes between actors within a social network (Reed et al., 2010).

For more on Social Learning check our previous posts on-topic listed on this page.

Gamification

Karl Kapp, author of The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education, defines it as the use of game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning and solve problems. He says it’s much more than just adding ‘rewards, points, and badges’ to processes to motivate people – it’s the instructional method and not just the delivery system that provides the elements for learning in a game situation i.e. we must ask what ‘pieces’ in games makes them engaging such as interactivity, content, story.

Gamification for Learning – Interview with Karl Kapp http://www.youtube.com/watch?v=__Y1m8XF77k Continue reading