ELearning is one of the most rapidly developing industries in the modern technological world which can be explained by the powerful demand of users whose number grows exponentially. As more and more institutions and companies are embracing the benefits of online education, e-Learning thrives and moves forward at the speed of light.
Based on what we know now and by closely following, Here are the top eLearning trends on which our product development team is researching and working on to create a mesmerizing product keeping the future into account.
1: Virtual Reality (or VR) is a computer technology that replicates an environment that lets you experience a different reality with a 3D experience. A VR headset fits around your head and over your eyes, and visually separates you from whatever space you’re physically occupying. Images are fed to your eyes from two small lenses. This technology helps simulate a real life or imagined surroundings so that you immerse yourself in it without leaving your couch.
2: Augmented Reality : While virtual reality replaces the real one with a simulated world, Augmentation reality (or AR) is conventionally in real time. The AR technology helps in pulling graphics out of your television screen or computer display and integrating them into real-world environments. It blurs the line between what is real and what’s computer generated by enhancing a person’s perceived reality. You could be sitting at your desk and augmented reality could project a real setting around you. This technology is about to radically change the way in which you learn!
3: Hologram Techonology
4: Wearable Technology is clearly gadgets that you wear, watches, fitness trackers etc. These gadgets are smart electronic devices with microcontrollers that can be worn on the body as adornment. They are laden with smart sensors, and make use of a web connection, usually using Bluetooth to connect wirelessly to your Smartphone. They use these sensors to connect to you as a person, and they help you to achieve goals such as staying fit, active, losing weight or being more organised.
5: Microlearning is a way to deliver content in very small and specific bursts. It’s not just compact but offers just the right amount of information necessary to help a learner achieve a specific, actionable objective. This makes microlearning in business contexts especially valuable. Microlearning is learner-driven and use assets most applicable to their current needs on whatever device is most handy, making the training even more relevant to their work.
6: Voice based Interations / Searches allows interactions to occur through voice commands. Enhance developed its own voice recognition software for its interactive modules. In the context of a virtual environment, the user would presumably gain the greatest feeling of immersion, or being part of the simulation, if they could use their most common form of communication, the voice. It adds a whole new level of accessibility to the modules.
7: Mobile Learning is education or training (via the Internet or network) conducted by means of personal mobile devices, such as tablets and Smartphones to obtain learning materials through mobile apps, social interactions and online educational hubs. It is flexible, allowing learners to access to education anywhere, anytime.
8: 3D Learning ; Now, Enhance Learning offers to its learners an exciting approach to e-learning by introducing 3D e-learning. 3D elearning allows learners to explore, learn, and practice procedures virtually. This enables them to visualize and grasp the content easily and also recall successfully.
9: Interactive Videos are like any other regular video file, but it also features hotspots or clickable annotations thereby connecting learner to an external website and can take learner input to perform some action. It lets you choose what content you want to view next. It could also include a quiz at the end that evaluate responses and give immediate feedback.
10: Collaborative And Social Learning as the name itself suggests, is the idea of learning through modeling: observing the ideas, behaviours, attitudes of others. In short, learning from one another, learning that takes place in a social context.
11: Gamification refers to designing products, services and organizational practices to afford similar experiences as games do, and consequently, attempt to create value and affect people’s behavior.
Game courses are more flexible in communication as there are possibilities of all three i.e. verbal, visual and non-verbal cues in one platform. These games replicate the scenarios for a better understanding of the subject or topics.
12: Image Recognition refers to technologies that identify places, logos, people, objects, buildings, and several other variables in images. Users are sharing vast amounts of data through apps, social networks, and websites. Additionally, mobile phones equipped with cameras are leading to the creation of limitless digital images and videos. The large volume of digital data is being used by companies to deliver better and smarter services to the people accessing it.
13: Machine Learning is computer programs with the capability to change without reprogramming when exposed to data. Machine-learning technology has progressed to the point where it can be used to make legacy asset-management processes of discovery, association and dependency mapping, and even monitor utilization and performance relative to potential almost entirely automated. During the next couple of years, the need for 80–90% of the manual activities of the asset-management discipline today will be eliminated through automation.
14: Management of Objects Machine learning and artificial intelligence will be critical to enabling the rapid maturation of object management capabilities during the next few years. These new technologies will break through the present limitations that human actions and cognitive processing are placing – unlocking a new set of digital capabilities that are faster, have greater capacity, never sleep, can recognize patterns almost instantly and never forget events and observations of the past. Once this digital transformation occurs, Object management will never be the same