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市場調查報告書

E學習市場上的遊戲化

Gamification in E-Learning Marketplace

出版商 Mind Commerce 商品編碼 327797
出版日期 內容資訊 英文 23 Pages
商品交期: 最快1-2個工作天內
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E學習市場上的遊戲化 Gamification in E-Learning Marketplace
出版日期: 2015年04月06日 內容資訊: 英文 23 Pages
簡介

本報告提供E學習市場上的遊戲化調查分析,以市場概要,影響,市場收益,供應商解決方案,實例等為焦點,提供E學習市場預測相關的系統性資訊。

第1章 E學習產業概要

  • 所謂E學習
  • E學習產業趨勢
  • 主要的產業課題

第2章 E學習的遊戲化

  • 所謂E學習的遊戲化
  • 學習 遊戲vs. 遊戲化
  • E學習中遊戲化的影響
  • E學習中遊戲化的科學
  • E學習中遊戲化的利益

第3章 E學習的遊戲化的設計

  • 教育設計用遊戲因素
  • 創新設計所扮演的角色
  • 形成反饋迴路
  • 喜歡 vs. 並不是的遊戲化技術
  • 遊戲化E學習課程
  • 遊戲化取向內容創作者E學習開發
  • 熱情的學習者
  • 從學習者可預期的成果

第4章 E學習平台的遊戲化和市場區隔

  • 微學習
  • MOOC和平板電腦運算
  • 學習分析
  • 3D列印
  • 穿戴式技術
  • 企業進修
  • 大學教育
  • K-12教育

第5章 E學習市場預測的遊戲化

  • 全球E學習市場價格
  • E學習市場價格的遊戲化
  • 市場價格:各技術平台
  • 市場價格:各市場區隔
  • 企業 vs. 大學教育
  • 學習者對E學習平台的偏好
  • 全球行動/平板電腦學習遊戲市場

圖表

目錄

E-Learning represents delivery of part or all of a course using computing technology (computer, mobile or wearable devices) whether it's in a school or business training or full distance learning course. Due to advances in the "as a service" model, eLearning is often Cloud-based.

Using game mechanics or game elements in education is not something new but applying it to e-learning perspective is set to come of age and becoming a real contender. Gamification in e-learning is the application of game elements & techniques in the non-game e-leaning process to motivate & engage learners in solving problems. It is many way different from pure learning games but proved it as real game changer to boosts up learners' participation level and makes them better performer.

This report evaluates the historical overview, market implication, market revenue, vendor solutions, and real life examples for gamification in e-learning marketplace. Mind Commerce projects Gamification in E-Learning growth to reach $319 billion by 2020, among them College education & MOOCs is expected to hold 69% market share. All purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.

Target Audience:

  • Mobile network operators
  • Cloud and eLearning companies
  • Gamification platform providers
  • Learning & development companies
  • Enterprise corporate learning organizations

Report Benefits:

  • Forecasts for eLearning marketplace
  • Learn gamification and micro learning strategies
  • Understand gamification technologies and solutions
  • Identify opportunities for gamification in corporate L&D
  • Understand eLearning across various platforms and devices
  • Identify strategies for implementing gamification in education
  • Recognize the market opportunities for gamification in corporate L&D
  • Identify emerging training opportunities such as MOOC environments

Table of Contents

1.0 OVERVIEW OF E-LEARNING INDUSTRY

  • 1.1 WHAT IS E-LEARNING?
  • 1.2 E-LEARNING INDUSTRY TREND 2015
  • 1.3 KEY INDUSTRY CHALLENGES

2.0 GAMIFICATION IN E-LEARNING

  • 2.1 WHAT IS GAMIFICATION IN E-LEARNING
  • 2.2 LEARNING GAME VS. GAMIFICATION
  • 2.3 INFLUENCE OF GAMIFICATION IN E-LEARNING
  • 2.4 SCIENCE IN GAMIFICATION IN E-LEARNING
  • 2.5 BENEFITS OF GAMIFICATION IN E-LEARNING

3.0 DESIGNING GAMIFICATION FOR E-LEARNING

  • 3.1 GAME ELEMENTS FOR INSTRUCTIONAL DESIGN
  • 3.2 ROLE OF CREATIVE DESIGN
  • 3.3 FORMATIVE FEEDBACK LOOP
  • 3.4 FAVORITE VS. LESS FAVORITE GAMIFICATION TECHNIQUES
  • 3.5 GAMIFY E-LEARNING COURSE
  • 3.6 GAMIFY E-LEARNING DEVELOPMENT FOR CONTENT CREATORS
  • 3.7 MAKE LEARNER EVANGELIST
  • 3.8 EXPECTED OUTCOME FROM LEARNERS

4.0 GAMIFICAITON IN E-LEARNING PLATFORM AND MARKET SEGMENT

  • 4.1 MICRO LEARNING
  • 4.2 MOOCS AND TABLET COMPUTING
  • 4.3 LEARNING ANALYTICS
  • 4.4 3D PRINTING
  • 4.5 WEARABLE TECHNOLOGY
  • 4.6 CORPORATE TRAINING
  • 4.7 COLLEGE EDUCATION
  • 4.8 K12 EDUCATION

5.0 GAMIFICATION IN E-LEARNING MARKET PROJECTION

  • 5.1 GLOBAL E-LEARNING MARKET VALUE 2015 - 2020
  • 5.2 GAMIFICATION IN E-LEARNING MARKET VALUE 2015 - 2020
  • 5.3 MARKET VALUE BY TECHNOLOGY PLATFORM 2015 - 2020
  • 5.4 MARKET VALUE BY SEGMENT 2015 - 2020
  • 5.5 CORPORATE VS. COLLEGE EDUCATION
  • 5.6 LEARNER PREFERENCE OVER E-LEARNING PLATFORM
  • 5.7 GLOBAL MOBILE/TABLET LEARNING GAME MARKET EXCLUDING H/W 2015 - 2020

Figures

  • Figure 1: Global E-Learning Software and Application Market 2015 - 2020
  • Figure 2: Global Gamification in E-Learning S/W & App Market 2015 - 2020
  • Figure 3: Mobile vs. Computer vs. Wearable Platform 2015 - 2020
  • Figure 4: Corporate vs. College & MOOCs vs. K12 Education 2015 - 2020
  • Figure 5: Mobile & Tablet Learning Game Market excluding H/W 2015 - 2020

Tables

  • Table 1: Difference between Learning Game and Gamification
  • Table 2: Favorite vs. Less Favorite Gamify Techniques
  • Table 3: Gamification in E-Learning Market by Mobile vs. Computer vs. Wearable
  • Table 4: Gamification in E-Learning Corporate vs. College/MOOCs vs. K12
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