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市場調查報告書

大規模公開線上講座 (MOOC) :2016年∼2020年

Massive Open Online Course (MOOC) 2016 - 2020

出版商 Mind Commerce 商品編碼 352626
出版日期 內容資訊 英文 102 Pages
商品交期: 最快1-2個工作天內
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大規模公開線上講座 (MOOC) :2016年∼2020年 Massive Open Online Course (MOOC) 2016 - 2020
出版日期: 2016年02月19日 內容資訊: 英文 102 Pages
簡介

所謂大規模公開線上講座 (MOOC) ,是指許多學習者以集合性、交互作用的方法參加、學習的形式之數位學習 (電子學習) 。教材以講座單位,或是訂閱方式在網上發送。MOOC獨自的特徵·功能有大規模的參加者及社群網路上的合作機制、互動的論壇、開放型成果等。MOOC本身則有認證成本低、聽講方式多元化 (支援智慧型手機/平板電腦/穿戴式設備等,有彈性的學習經驗等),可削減企業方面的訓練費用等優點。此外,就ICT的相關方面來看,MOOC也是促進各種技術 (巨量資料,分析功能,遊戲化,雲端等) 引進的原因之一。

本報告提供大規模公開線上講座 (MOOC) 的整體趨勢,提供您子市場,及對各種產業之影響相關調查,全球MOOC市場機會分析,整體收益的預測,SaaS供應商,諮詢收益,企業授權,及地區市場預測等系統性資訊。

第1章 摘要整理

第2章 簡介

  • MOOC是什麼?
  • MOOC的特徵
  • MOOC的發展過程
  • 數位學習 vs. MOOC
  • 線上課程 vs. MOOC
  • 遠距教學 vs. MOOC
  • 群眾外包教育 vs. MOOC
  • 課程聚合器或課程名錄
  • 視訊 vs. 非視訊型MOOC
  • CMOOC 及 XMOOC 公因子

第3章 MOOC市場趨勢·促進成長要素

  • 高等教育市場
  • 整體的遠距教學之需求擴大
  • 企業用學習及訓練
  • K-12層級的教育
  • 隔週型學習
  • 解除數位差距
  • MOOC的學位授予
  • 開放原始碼軟體
  • 資格認證Academiccurrency
  • 採用工具

第4章 MOOC市場課題·阻礙成長要素

第5章 MOOC市場發展·成功因素

  • 經營模式
  • 成功度的檢測
  • 對教師的教育
  • MOOC的開發
  • 學習能力的促進
  • 擴張型MOOC
    • 語音辨識模式
    • QR編碼的活用
    • RFID的活用
  • MOOC的認證證

第6章 企業用MOOC

  • 數位學習產業概要
    • 成長率
    • 成熟 vs. 未成熟市場
    • 平均每位員工的訓練費用
    • 成長要素
    • 全球各地的引進趨勢
  • 企業用MOOC對數位學習產業的影響度
  • MOOC的企業用訓練·人力資源開發的因素
  • 對企業來說的MOOC的優點
  • 職場對環境的影響度
  • 訓練用的企業用免費MOOC
  • MOOC的弱點
  • MOOC相關的獨立產業的機會
  • MOOC和企業的合作

第7章 遊戲化及MOOC

  • MOOC的遊戲化是什麼
  • 學習遊戲 VS. 遊戲化
  • MOOC的遊戲化的影響
  • MOOC的遊戲化的科學
  • MOOC的遊戲化的優點
  • 針對MOOC遊戲化的設計
    • 指令設計的遊戲因素
    • 有創意的設計所扮演的角色
    • 成型用反饋迴路
    • 受歡迎的 vs. 微低遊戲化技術
    • MOOC講座的遊戲化
    • 內容創造者的MOOC開發遊戲化
    • 讓學習者成為宣傳者
    • 學習者期待的成果

第8章 巨量資料分析,雲端及MOOC

  • MOOC的巨量資料是什麼?
  • SaaS型雲端和巨量資料
  • 巨量資料的生態系統的MOOC
  • 巨量資料的商務的實行
  • 巨量資料的引進模式
  • 巨量資料的目的

第9章 MOOC的學習結束書分析

  • 免費的學習結束書
  • 附收費·認證的學習結束書

第10章 MOOC的市場原理:綜合分析

  • 名門大學主動的MOOC
  • 參加費高,但可調整
  • 風險的所在是?
  • 長期性的影響度
  • 社群技術
  • 主要的根本性差異
  • 高等教育的影響
  • 現有企業的威脅
  • 教授陣容所扮演的角色之變化
  • 實時地的成果資料及預見的分析

第11章 社會及用戶要素

  • 自我判斷
  • 講座的選擇
  • 社會的變化
  • 問題解決
  • 增強傳統教育
  • 數位學習者簡介
  • 贊成·反對意見

第12章 SMAC匯流及MOOC產業

  • MOOC產業上SMAC (社群/行動/分析/雲端) 的一體化
  • 對包含教育的各個產業之協同效應
  • 商務·革新所扮演的角色

第13章 MOOC市場預測

  • MOOC市場收益額的預測
    • 全球MOOC市場收益
    • 全球MOOC市場收益:不同財源
    • 全球MOOC市場收益:利用各平台
    • MOOC的遊戲化SaaS市場收益
    • 學生的參加者數/參加費收益:各級教育
    • 企業訓練/贊助商收益:付款類別
    • 收益額比較:XMOOC vs. CMOOC
    • 地區的MOOC市場收益
  • MOOC學生數的預測
    • 全球MOOC登記人數
    • 全球MOOC聽講者數
    • 全球MOOC聽講者數:XMOOC/CMOOC
    • 地區的MOOC聽講者數
  • MOOC市場結構的預測
    • 勤勞/非勤勞學生的比率
    • MOOC的男女比例率
    • MOOC學生的比率:大學/企業
    • 全球各國的學生的MOOC參加比率
    • MOOC的學生比率:利用各平台
    • MOOC學生/傳統數位學習學生的平均年齡
    • MOOC講座的達成率/未達成率
    • MOOC學生的脫落階段
    • 行動學習的利用時間
    • 「用單一平台學完複數講座的趨勢」和「學完複數平台的趨勢」之對比
  • 企業用MOOC分析 企業的MOOC的想法方面
    • MOOC和傳統訓練上,員工1人收益額增加率的影響
    • MOOC成本結構的影響
    • MOOC訓練對企業全體來說的優點

第14章 地區的MOOC市場分析

  • 北美
  • 南美
  • 歐洲
  • 亞太地區
  • 中東
  • 非洲

第15章 數位學習的創業投資資金

第16章 MOOC供應商分析

CODECADEMY ▼COURSERA ▼EDX ▼FUTURELEARN ▼APPLE WITH ITUNES U ▼MOOC2DEGREE ▼SAYLOR ACADEMY ▼2U ▼STRAIGHTERLINE ▼UDACITY ▼UDEMY ▼CENGAGE LEARNING ▼DEGREED ▼STUDY.COM ▼ELSEVIER EDUCATION ▼EMBANET-COMPASS, LLC ▼INSTRUCTURE INC. ▼KHAN ACADEMY ▼LYNDA.COM ▼PIAZZA TECHNOLOGIES, INC. ▼PROCTORU INC. ▼SMARTTHINKING INC. ▼IVERSITY.ORG ▼NOVOED ▼PEER 2 PEER UNIVERSITY ▼PIER ▼VEDUCA ▼COURSETALK ▼MOODLE

第17章 結論·建議

  • 內容/解決方案供應商的建議 新銷售機會
    • 講座的創造及其他服務
    • 教育上的支援的提供
    • 分析工具

圖表

目錄

Massive Open Online Courses (MOOC) represents a distance-based approach to eLearning wherein many students may participate in a highly collaborative and interactive fashion. Course contents are distributed using web platform under a per-course or subscription model. The unique feature/functionality of MOOC is mass participation, social collaborations, interactive forums, and open-ended outcomes.

There are a few key market factors to consider with MOOC including low cost certification, leveraging various technologies (data everywhere, smartphone, tablet and wearable device proliferation, flexible learning experience, etc.), costs reduction for corporate training, and others. Arguably, one of the main growth drivers of today's MOOC industry is cost reduction for Learning and Development (L&D) programs at major corporations. Important to the ICT ecosystem, MOOC adoption is contributing to development and adoption of various technologies and solutions including Big Data, Analytics, Gamification, and Cloud.

This research provides an assessment of overall MOOC trends, sub-sectors, and impact on diverse industries. The report analyzes the global MOOC market opportunity and forecasts overall revenue as well as SaaS providers, independent student's course subscription, consulting revenue and corporate licensing. Regional projections include North America, Latin America, APAC, Europe, Middle East, and Africa.

Target Audience:

  • MOOC companies
  • Gamification companies
  • Executives and IT leaders
  • LMS and eLearning providers
  • Consumer electronics companies
  • Telecom and ICT solution providers
  • Corporate training service providers
  • Enterprise L&D executives and managers

Table of Contents

1.0 EXECUTIVE SUMMARY

2.0 INTRODUCTION

  • 2.1 WHAT IS MOOC?
  • 2.2 FEATURES OF MOOC
  • 2.3 HISTORICAL DEVELOPMENT OF MOOC
  • 2.4 E-LEARNING VS. MOOC
  • 2.5 ONLINE COURSE VS. MOOC
  • 2.6 DISTANCE EDUCATION VS. MOOC
  • 2.7 CROWDSOURCED EDUCATION VS. MOOC
  • 2.8 COURSE AGGREGATOR OR COURSE DIRECTORIES
  • 2.9 VIDEO VS. NON-VIDEO MOOC
  • 2.10 CMOOC AND XMOOC
  • 2.11 COMMON FACTORS AMONG CMOOC AND XMOOC

3.0 MOOC MARKET TREND AND GROWTH DRIVER

  • 3.1 HIGHER EDUCATION MARKETPLACE
  • 3.2 GROWTH OF DEMAND OF DISTANCE LEARNING AS A WHOLE
  • 3.3 CORPORATE LEARNING AND TRAINING
  • 3.4 K-12 LEVEL EDUCATION
  • 3.5 SELF-PACED LEARNING
  • 3.6 FILLING THE DIGITAL GAP
  • 3.7 MOOC GRADUATE DEGREE
  • 3.8 OPEN SOURCE SOFTWARE
  • 3.9 CREDENTIAL ACADEMIC CURRENCY
  • 3.10 RECRUITMENT TOOLS

4.0 MOOC MARKET CHALLENGES AND LIMITATIONS

5.0 MOOC MARKET DEVELOPMENT AND SUCCESS FACTORS

  • 5.1 BUSINESS MODEL
  • 5.2 MEASURING SUCCESS
  • 5.3 TEACHING THE TEACHERS
  • 5.4 DEVELOPING MOOC
  • 5.5 MOTIVATING FACULTY
  • 5.6 AUGMENTED MOOC
    • 5.6.1 VOICE ACTIVATED PATTERN
    • 5.6.2 USING QR CODES
    • 5.6.3 USING RFID
  • 5.7 MOOC CREDENTIAL

6.0 CORPORATE MOOC

  • 6.1 E-LEARNING INDUSTRY OVERVIEW
    • 6.1.1 GROWTH RATE
    • 6.1.2 MATURE VS. NON-MATURE MARKET
    • 6.1.3 PER EMPLOYEE TRAINING EXPENSES
    • 6.1.4 GROWTH FACTORS
    • 6.1.5 ADOPTION TREND IN DIVERSE AREAS
  • 6.2 IMPACT OF CORPORATE MOOC ON E-LEARNING INDUSTRY
  • 6.3 MOOC ELEMENTS FOR CORPORATE LEARNING & DEVELOPMENT
  • 6.4 BENEFITS OF MOOC FOR ORGANIZATION
  • 6.5 IMPACT ON WORKPLACE ENVIRONMENT
  • 6.6 FREE CORPORATE MOOC FOR TRAINING
  • 6.7 THE UGLY FACE OF MOOC
  • 6.8 INDEPENDENT BUSINESS OPPORTUNITIES AROUND MOOC
  • 6.9 MOOC ALLIANCE WITH COMPANY

7.0 GAMIFICATION AND MOOC

  • 7.1 WHAT IS GAMIFICATION IN MOOC
  • 7.2 LEARNING GAME VS. GAMIFICATION
  • 7.3 INFLUENCE OF GAMIFICATION IN MOOC
  • 7.4 SCIENCE IN GAMIFICATION IN MOOC
  • 7.5 BENEFITS OF GAMIFICATION IN MOOC
  • 7.6 DESIGNING GAMIFICATION FOR MOOC
    • 7.6.1 GAME ELEMENTS FOR INSTRUCTIONAL DESIGN
    • 7.6.2 ROLE OF CREATIVE DESIGN
    • 7.6.3 FORMATIVE FEEDBACK LOOP
    • 7.6.4 FAVORITE VS. LESS FAVORITE GAMIFICATION TECHNIQUES
    • 7.6.5 GAMIFY MOOC COURSE
    • 7.6.6 GAMIFY MOOC DEVELOPMENT FOR CONTENT CREATORS
    • 7.6.7 MAKE LEARNER EVANGELIST
    • 7.6.8 EXPECTED OUTCOME FROM LEARNERS

8.0 BIG DATA ANALYTICS, CLOUD AND MOOC

  • 8.1 WHAT IS BIG DATA IN MOOC?
  • 8.2 SAAS CLOUD AND BIG DATA
  • 8.3 MOOC IN BIG DATA ECOSYSTEM
  • 8.4 BIG DATA IMPLICATION TO BUSINESS
  • 8.5 BIG DATA IMPLEMENTATION MODEL
  • 8.6 BIG DATA PURPOSE

9.0 MOOC CERTIFICATE ANALYSIS

  • 9.1 FREE CERTIFICATE
  • 9.2 PAID VERIFIED CERTIFICATE

10.0 MOOC MARKET FORCES: A COMPREHENSIVE ANALYSIS 55

  • 10.1 MOOC LEAD BY ELITE UNIVERSITIES
  • 10.2 HIGH COST INVOLVEMENT BUT SCALABLE
  • 10.3 WHERE IS THE RISK?
  • 10.4 LONG-TERM IMPACT
  • 10.5 SOCIAL TECHNOLOGIES
  • 10.6 KEY FUNDAMENTAL DIFFERENCES
  • 10.7 IMPACT ON HIGHER EDUCATION
  • 10.8 THREATS TO INCUMBENTS
  • 10.9 CHANGING FACULTY ROLES
  • 10.10 REAL-TIME OUTCOME DATA AND PREDICTIVE ANALYTICS

11.0 SOCIAL AND USER FACTORS

  • 11.1 SELF-JUDGMENT
  • 11.2 COURSE SELECTION
  • 11.3 SOCIETAL CHANGE
  • 11.4 SOLVING PROBLEM
  • 11.5 ENHANCE TRADITIONAL EDUCATION
  • 11.6 PROFILE OF DIGITAL LEARNERS
  • 11.7 PROS VS. CONS

12.0 SMAC CONVERGENCE AND MOOC INDUSTRY

  • 12.1 SMAC CONVERGENCE IN MOOC INDUSTRY
  • 12.2 THE SYNERGIC IMPACT ON INDUSTRY VERTICAL INCLUDING EDUCATION
  • 12.3 ROLE TO BUSINESS INNOVATION

13.0 MOOC MARKET PROJECTIONS

  • 13.1 MOOC MARKET REVENUE PROJECTIONS
    • 13.1.1 GLOBAL MOOC MARKET REVENUE 2016 - 2020
    • 13.1.2 GLOBAL MOOC REVENUE BY SOURCES 2016 - 2020
    • 13.1.3 GLOBAL MOOC REVENUE BY CONSUMPTION PLATFORM 2016 - 2020
    • 13.1.4 GAMIFICATION SAAS MARKET REVENUE IN MOOC 2016 - 2020
    • 13.1.5 STUDENT SUBSCRIPTION/PAYMENT REVENUE BY EDUCATION LEVEL 2016 - 2020
    • 13.1.6 CORPORATE TRAINING / SPONSORSHIP REVENUE BY PAYMENT CATEGORY 2016 - 2020
    • 13.1.7 XMOOC VS. CMOOC REVENUE $ BILLION 2016 - 2020
    • 13.1.8 MOOC REGIONAL MARKET REVENUE 2016 - 2020
  • 13.2 MOOC STUDENT PROJECTIONS
    • 13.2.1 GLOBAL MOOC ENROLLMENT NUMBERS 2016 - 2020
    • 13.2.2 GLOBAL MOOC ACTIVE STUDENT 2016 - 2020
    • 13.2.3 GLOBAL MOOC ACTIVE STUDENTS BY XMOOC AND CMOOC 2016 - 2020
    • 13.2.4 REGIONAL MOOC ACTIVE STUDENTS IN MILLION 2016 - 2020
  • 13.3 MOOC DEMOGRAPHIC ANALYSIS
    • 13.3.1 WORKING VS. NON-WORKING STUDENT RATIO 2016
    • 13.3.2 MOOC GENDER RATIO 2016
    • 13.3.3 MOOC STUDENT RATIO BY COLLEGE VS. CORPORATE 2016 - 2020
    • 13.3.4 GLOBAL RATIO OF COLLEGE STUDENT PARTICIPATION IN MOOC 2016 - 2020
    • 13.3.5 MOOC STUDENT RATIO BY CONSUMPTION PLATFORM 2016 - 2020
    • 13.3.6 AVERAGE AGE OF MOOC VS. TRADITIONAL E-LEARNING STUDENT 2016
    • 13.3.7 MOOC COURSE COMPLETION VS. NON-COMPLETION RATIO 2016 -2020
    • 13.3.8 MOOC COURSE DROPOUT STAGES 2016
    • 13.3.9 M-LEARNING CONSUMPTION TIME 2016
    • 13.3.10 PROPENSITY TO COMPLETE MULTIPLE COURSES FROM SINGLE PLATFORM VS. MULTIPLE PLATFORMS 2016 - 2020
  • 13.4 CORPORATE MOOC ANALYSIS
    • 13.4.1 CORPORATE MOOC PREFERENCE 2016
    • 13.4.2 IMPACT OF MOOC VS. TRADITIONAL TRAINING ON PERCENT OF REVENUE INCREASE PER EMPLOYEE 2016
    • 13.4.3 IMPACT OF MOOC ON COST STRUCTURE 2016
    • 13.4.4 BENEFITS OF MOOC TRAINING ON COMPANY AS A WHOLE

14.0 REGIONAL MOOC MARKET ANALYSIS

  • 14.1 NORTH AMERICA
  • 14.2 LATIN AMERICA
  • 14.3 EUROPE
  • 14.4 ASIA PACIFIC
  • 14.5 MIDDLE EAST
  • 14.6 AFRICA

15.0 VENTURE CAPITAL IN E-LEARNING

16.0 MOOC VENDOR ANALYSIS

  • 16.1 CODECADEMY
  • 16.2 COURSERA
  • 16.3 EDX
  • 16.4 FUTURELEARN
  • 16.5 APPLE WITH ITUNES U
  • 16.6 MOOC2DEGREE
  • 16.7 SAYLOR ACADEMY
  • 16.8 2U
  • 16.9 STRAIGHTERLINE
  • 16.10 UDACITY
  • 16.11 UDEMY
  • 16.12 CENGAGE LEARNING
  • 16.13 DEGREED
  • 16.14 STUDY.COM
  • 16.15 ELSEVIER EDUCATION
  • 16.16 EMBANET-COMPASS, LLC
  • 16.17 INSTRUCTURE INC.
  • 16.18 KHAN ACADEMY
  • 16.19 LYNDA.COM
  • 16.20 PIAZZA TECHNOLOGIES, INC.
  • 16.21 PROCTORU INC.
  • 16.22 SMARTTHINKING INC.
  • 16.23 IVERSITY.ORG
  • 16.24 NOVOED
  • 16.25 PEER 2 PEER UNIVERSITY
  • 16.26 PIER
  • 16.27 VEDUCA
  • 16.28 COURSETALK
  • 16.29 MOODLE

17.0 CONCLUSIONS AND RECOMMENDATIONS

  • 17.1 RECOMMENDATION FOR CONTENT AND SOLUTION PROVIDER
    • 17.1.1 NEW SALES OPPORTUNITY
    • 17.1.2 COURSE CREATION AND OTHER SERVICES
    • 17.1.3 OFFERING PEDAGOGICAL SUPPORT
    • 17.1.4 ANALYTICS TOOLS

Figures

  • Figure 1: Stages of MOOC Evolution
  • Figure 2: Levels of Conversation in Different Stages of MOOC
  • Figure 3: Comparison of Features of Course Directories
  • Figure 4 Percentage of Global Education Expenditure in Sectors 2014
  • Figure 5: Corporate E-learning Growth Rates by Product
  • Figure 6: Factors Contributed to Shift to Corporate E-Learning
  • Figure 7: Corporate Online Training Modality Trend
  • Figure 8: Students Persistent in One MOOC: A Real Life Example
  • Figure 9: Big Data Framework
  • Figure 10: Three Vs of Analytics: Description vs. Attributes vs. Driver
  • Figure 11: Reduction of Data Storage Costs with Big Data and Cloud 2005 - 2016
  • Figure 12: Big Data Implementation Cycle
  • Figure 13: Purpose of Big Data Use
  • Figure 14: Free Certificate Providers of MOOC
  • Figure 15: Paid Verified Certificate Providers of MOOC
  • Figure 16: MOOC Model and Factors
  • Figure 17: Common vs. Rare Social Technologies in MOOC
  • Figure 18: Differences between Key Three MOOC Providers
  • Figure 19: Potential Impact of MOOC on Higher Education
  • Figure 20: How MOOC Threats to Incumbents
  • Figure 21: Changing Role of Faculty
  • Figure 22: Open Learning Dashboard Example for Predictive Analytics
  • Figure 23: Global MOOC Market Revenue $ Billion 2016 - 2020
  • Figure 24: Global MOOC Revenue xMOOC vs. cMOOC $ Billion 2016 - 2020
  • Figure 25: Global MOOC Enrollment Numbers in Millions 2016 - 2020
  • Figure 26: Global MOOC Active Student Number in Million 2016 - 2020
  • Figure 27: Working vs. Non-Working Student Ratio 2016
  • Figure 28: MOOC Student Ratio by Male vs. Female 2016
  • Figure 29: MOOC Student Ratio by College vs. Corporate 2016 - 2020
  • Figure 30: Ratio of Global College Student Participation in MOOC 2016 - 2020
  • Figure 31: MOOC Student Ratio by Mobile vs. Computer Platform 2016 - 2020
  • Figure 32: Average Age of MOOC Student vs. Traditional E-learning Student 2016
  • Figure 33: MOOC Completion vs. Non-Completion after Enrollment 2016 - 2020
  • Figure 34: MOOC Course Dropout Stages 2016
  • Figure 35: M-Learning Consumption Time 2016
  • Figure 36: Course Completion Multiple vs. Single Platform 2016 - 2020
  • Figure 37: Percentage of Corporate Prefer MOOC 2016
  • Figure 38: Impact of MOOC vs. Traditional Training 2016
  • Figure 39: Hot Markets in Latin America
  • Figure 40: Education Revenue of Big Players
  • Figure 41: Global Education M&A Activity
  • Figure 42: Top Ten M&A Transaction in E-learning
  • Figure 43: E-learning Fund Raising in US and Europe 2013-2014
  • Figure 44: Business Model of Coursera

Tables

  • Table 1: Difference between Learning Game and Gamification
  • Table 2: Favorite vs. Less Favorite Gamify Techniques
  • Table 3: MOOC Pros and Cons
  • Table 4: Global MOOC Revenue by Sources $ Billion 2016 - 2020
  • Table 5: Global MOOC Revenue by Consumption Platform $ Billion 2016 - 2020
  • Table 6: Global Gamification SaaS Market Revenue in MOOC $ Billion 2016 - 2020
  • Table 7: Global MOOC Student Subs/Payment Rev by Edu Level 2016 - 2020
  • Table 8: Global MOOC Corp Training/Sponsors Rev by Pay Category 2016 - 2020
  • Table 9: MOOC Regional Market Revenue by North America, Europe, APAC, ME & Africa, and Latin America $ Million 2016 - 2020
  • Table 10: Global MOOC Students by xMOOC and cMOOC in Million 2016 - 2020
  • Table 11: MOOC Active Students in North America, Europe, APAC, ME & Africa, and Latin America in Million 2016 - 2020
  • Table 12: Impact of MOOC on Cost Structure 2016
  • Table 13: Benefits of MOOC Training by Category 2016 - 2020
  • Table 14: Major MOOC Fund Raising
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