How Can Gamification

Improve E-Learning?

Over 75% People Are Gamers

(50% Casually And 27% Moderately To Fairly Often).

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E-LEARNING IN NUMBERS

 

The e-learning market is now more than 16 years old

(the word "e-learning" was coined in 1998)

Corporation can save up to 70% by replacing traditional training with e-learning (IOMA 2002)

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Over 18,000,000 college students are taking at least one of their classes online.

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E-learning is $56.2 billion industry. By 2015 this will grow into a $ 107 billion market.

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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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