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Gamification in E-Learning Marketplace

 




(IT-NEWSWIRE.COM, October 15, 2015 ) Portland, OR --  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.



Gamification in Elearning 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





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



Enquire About Report @ http://www.bigmarketresearch.com/report-enquiry/221343







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



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Big Market Research

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james@bigmarketresearch.com 

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