How Can Gamification
Improve E-Learning?
Over 75% People Are Gamers
(50% Casually And 27% Moderately To Fairly Often).

E-LEARNING IN NUMBERS
The e-learning market is now more than 16 years old
(the word "e-learning" was coined in 1998)

Future Of
Gamification In e-Learning
Accordingly, by 2015, 40 percent of Global 1000 organizations will use gamification as the primary mechanism to transform business operations.
53% of responders say that by 2020 gamification will be widely adopted by most of industries, communications scene and most of all education.
Benefits Of Gamification In e-Learning
Below you'll find just a few of the top benefits that are commonly associated with gamification in e-Learning.
1 Almost 80% of the learners say that they would be more productive if their university / institution or work was more game-like.
2 Over 60% of leaners would be motivated by leader boards and increased competition between students.
3 89% would be more engaged win an e-learning application if it had point system (survey)
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