1.Gamification – Like a great blockbuster video game, gamified learning can (and should!) be addictive. And addictive learning means employees will not only do more of it, but they will retain more, as well. Organizations that select or build learning programmes with a large focus on gamification will win more than those who don’t.
2.Bite-sized learning – With the average adult attention span now about equal to that of a goldfish, learning modules will need to adapt to the fast-paced, change-hungry learners who will be consuming it.
3.mLearning – Hand-in-hand with the rapid growth of bite-sized learning is that of mobile learning. The worldwide market for mobile learning reached $5.3b in 2012 and is predicted to reach $12.2b by 2017. Users will continue to seek learning solutions that provide flexibility and a wealth of knowledge on the go.
2016 will be the year that some of the most cutting edge technology, such as virtual reality learning and gamification, will become everyday tools in the learning and development sector
4.Access to world’s best talent – Users will be able to communicate with instructors worldwide as technology breaks down geographical barriers
5.Languages for business – There will be an increasing recognition of the need for languages skills for business to be globally competitive, as 79% of businesses surveyed by Rosetta Stone believe that language skills are critical for business success.
“Interactive, digital learning programmes provide an ideal environment for learning new skills and maintaining and building on existing ones. 2016 will be the year that some of the most cutting edge technology, such as virtual reality learning and gamification, will become everyday tools in the learning and development sector,” says Donavan Whyte.
Donavan Whyte is Vice President, EMEA Enterprise & Education at Rosetta Stone.
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Key edtech trends in 2016
Rebecca Paddick
1. Gamification – Like a great blockbuster video game, gamified learning can (and should!) be addictive. And addictive learning means employees will not only do more of it, but they will retain more, as well. Organizations that select or build learning programmes with a large focus on gamification will win more than those who don’t.
2. Bite-sized learning – With the average adult attention span now about equal to that of a goldfish, learning modules will need to adapt to the fast-paced, change-hungry learners who will be consuming it.
3. mLearning – Hand-in-hand with the rapid growth of bite-sized learning is that of mobile learning. The worldwide market for mobile learning reached $5.3b in 2012 and is predicted to reach $12.2b by 2017. Users will continue to seek learning solutions that provide flexibility and a wealth of knowledge on the go.
4. Access to world’s best talent – Users will be able to communicate with instructors worldwide as technology breaks down geographical barriers
5. Languages for business – There will be an increasing recognition of the need for languages skills for business to be globally competitive, as 79% of businesses surveyed by Rosetta Stone believe that language skills are critical for business success.
“Interactive, digital learning programmes provide an ideal environment for learning new skills and maintaining and building on existing ones. 2016 will be the year that some of the most cutting edge technology, such as virtual reality learning and gamification, will become everyday tools in the learning and development sector,” says Donavan Whyte.
Donavan Whyte is Vice President, EMEA Enterprise & Education at Rosetta Stone.
W: www.rosettastone.co.uk
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