Creating online courses that not only educate learners but captivates and leaves them full of curiosity is a difficult task. Most people will agree that the quality of the content is the most important aspect of any educational course. But once you have your subject matter experts creating content, the next step is to determine how to deliver that content to your audience.
There has been much advancement and innovation in the eLearning industry over the last several years, and today I’ll be reviewing three of my favorite examples of organizations thinking outside the box to deliver their content to their audience.
The definition of gamification is the process of adding games or gamelike elements to something (such as a task) so as to encourage participation. Gamification is used in education as a whole, but it is seen more frequently in eLearning programs. Motivating individuals to progress through something by rewarding them with badges and points-upon-completion of various assignments or objectives is the essence of gamification and is the essence of Pokémon GO.
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