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Education Technology Insights | Tuesday, January 18, 2022
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In most practical learning experiences, social learning occur when users examine patterns, events, and surroundings to gain new knowledge online and offline.
FREMONT, CA : The E-learning industry has seen many changes during the COVID-19 pandemic. The eLearning industry has evolved from educational videos to entirely virtual classes. However, the growth of the eLearning sector has been influenced by various external factors, including making learning more accessible to students in remote areas, keeping studies going even during a global pandemic like COVID-19, and providing working professionals with flexibility and freedom from classrooms, among others.
Gamification
Making learning enjoyable is one of the most prominent approaches to modern learning. Many education specialists and app developers have collaborated to create games that teach while entertaining players. Learning by way of playing games not only helps the students to enjoy but also learn at the same time. This genre helps learn languages, coding, vocabulary, and so like. Gamification has spawned a plethora of enjoyable learning apps for current users, ranging from primary school children to adults.
Personalization
Modern learning apps prioritize personalized learning programs for their users. These learning patterns or programs are tailored based on data gathered from user behavior or the user's decisions to get to know them better. Machine learning and Artificial Intelligence (AI) employ Big Data to tailor learning programs to the individual demands of their customers. These learning applications can do more than provide in-depth progress reports that highlight users' faults and strengths. They can also provide users with learning materials that can help them increase their knowledge.
Virtual Reality (VR)
VR is a technology that provides consumers with a more engaging experience. Technology has altered how we entertain and educate ourselves. VR allows students to become a part of the learning experience in the education industry. However, VR is the entry point: it employs other technologies to bring the VR-based learning environment to life. These technologies include computer graphics, interactive sound experiences, gaming consoles to play the information, and so on. Many museums and planetariums worldwide have begun to integrate VR technology to provide better learning experiences for visitors.
Microlearning
Humans tend to become sidetracked. As a result, the trend of providing bite-sized learning experiences emerged. The trend offers consumers learning content in small bursts that do not distract or bore them. Users can increase their expertise by attempting these bite-sized learning sessions over time. Microlearning is also focused and allows users to learn quickly.