Gamification In eLearning Facts Infographic

| July 9, 2018

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80% of the learners say that their productivity would increase if the learning approach used in their university/ organization is more game-like.82% of the learners are in favor of multiple difficulty levels and explorable content.90% of the learners recall information if the applying content within a stimulation

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NexLearn

NexLearn, a leading provider of customized immersive learning simulations and e-Learning courseware for business, academic, and government education.SimWriter, NexLearn’s rapid development immersive learning simulation authoring tool, wins the coveted 2009 Brandon Hall Gold Award for Best Advance in Technology for Game or Simulation Authoring. Built by creators of simulations for creators of simulations.

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Competency-Based Approaches Focus On Skills, Relevancy and Personalization

Article | February 20, 2020

Since formal education has existed, we have often wrestled with what the goals or outcomes are supposed to be and how we know if our learners have successfully reached them. For generations, the dominant goal seemed to be to acquire knowledge, information or facts. It didn’t matter what subject or level, the aim was for the learner to acquire content knowledge. But in an era where information is readily available through the digital revolution, many are asking what should the outcome be of learning?

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Why an LMS is a great tool for an EFL flipped classroom

Article | February 25, 2020

Flipped classrooms have been here for a while and a considerable amount of research shows that this pedagogical method can be used for a wide range of subjects (from biology to computer science), with K12 and university students. An LMS can make a smooth transition towards the flipped classroom model and will empower students to form their own ideas and methods of language learning. It can successfully turn a language class into a personal learning experience.

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CoSN2020: Boost the Success of E-Learning with the Right Tools

Article | March 27, 2020

Many students don’t even have laptops and monitors, and so if you have to basically enable virtual learning, all of the students need to have laptops and monitors,” says Aruna Ravichandran, chief marketing officer for Cisco Webex. The surge in e-learning for K–12 schools has also put a stronger spotlight on persistent issues of equity. In recently released guidance on e-learning, the Consortium for School Networking notes this critical question: “Does the district have an adequate supply of devices to support delivering online learning to students?” Many families lack computing devices and internet access. Families with multiple school-age children may have only one device for them to use for e-learning.

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How Immersive Technology Champions the Four C’s of Learning

Article | March 11, 2020

Using Google’s virtual reality tour creator, Google Maps Street View and VR headsets, students with disabilities were able to tour downtown Danvers at their own pace in preparation for a real-life walk around the area as part of a life skills class. It was a “low-stakes opportunity to practice critical life skills,” Jeff Liberman, the district’s technology director, tells The Hechinger Report. “VR allows students to go places and see things virtually without actually having to go there.” Beyond applications in assistive learning, the use of immersive technologies such as VR and augmented reality continues to grow in K–12 education.

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Spotlight

NexLearn

NexLearn, a leading provider of customized immersive learning simulations and e-Learning courseware for business, academic, and government education.SimWriter, NexLearn’s rapid development immersive learning simulation authoring tool, wins the coveted 2009 Brandon Hall Gold Award for Best Advance in Technology for Game or Simulation Authoring. Built by creators of simulations for creators of simulations.

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