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INNOVATING EDUCATION: THE IMPACT OF GAMIFICATION ON E-LEARNING

Posted on July 14, 2021 by Justin Gannam

Written by: Kunjal Panchal – September 27, 2019

Technology has transformed multiple facets of life with innovations in different fields. Education is no stranger to this development. eLearning gamification, in this sense, is used to apply gaming ideology and concepts to digital learning.

An emerging concept, courtesy of technology and the Internet of Things (IoT), called eLearning has caused traditional education to do a 360-degree turn on its head. It has changed entirely the way knowledge is imparted, benefitting from digitalization and the internet.

The Rise Of eLearning

eLearning is a concept where education is imparted through internet-enabled devices, such as a computer or a laptop. This could be within or outside the confines of a classroom. The concept of eLearning was developed to educate a large number of students at different times using the latest technology.

Since its evolution, eLearning has been on the rise, with apps such as Coursera and Duolingo gaining major traction in the US. A lot of educational institutions are also setting up smart learning platforms and online lectures to join in on the eLearning bandwagon.

The global eLearning industry reached $107 billion in 2015, and it is projected to grow up to $325 billion by 2025.

eLearning is utilized not only in schools and colleges but also in major corporations and institutes, and it is used as a medium to train employees and enhance their skillset.

Innovation In eLearning

One of the primary reasons for the growth of this concept is the constant innovation educators and developers come up with for better digital education. The use of different media, such as audio, video, VR, social networking, etc., are some of the ways in which eLearning has been made more interesting for students and trainees alike. One such concept that is being applied to eLearning, which has majorly impacted the process, is gamification.

Gamification In eLearning

In simpler terms, gamification is applying a gaming model, concepts and ideas to non-gaming processes. eLearning gamification, in this sense, is used to apply gaming ideology and concepts to digital learning. Duolingo is an amazing example of how eLearning platforms are using gamification to help people learn better. eLearning enthusiasts and developers have tried to innovate and accentuate the concept of eLearning by making it more fun and informal through gaming concepts.

SOURCE: https://elearningindustry.com/gamification-impact-elearning

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