10 eLearning Trends for 2015

Upside Learning Solutions
Upside Learning SolutionsDirector - UpsideLMS | Leveraging Technology for Learning à Upside Learning Solutions
10eLEARNING
TRENDS
FOR 2015
IT'S A MULTI-DEVICE WORLD!
SUMMING UP
Organisations are adapting/ continuing to adopt eLearning, currently at a rate of 13% per year
(a pace that is projected to stay consistent through 2017). 2015 holds the promise for
expansion of online training both from the learner's perspective and organisational context.
To learn how your organisation can benefit from eLearning/ mLearning or multi-device
learning, get in touch with us.
1. http://blog.gfk.com/2014/03/finding-simplicity-in-a-multi-device-world/
2. http://www.pcmag.com/image_popup/0,1740,iid=371072,00.asp
3. http://dotgroup.com.br/wp-content/uploads/2014/04/Gartner-2020-Trends.pdf
4. http://www.marketsandmarkets.com/PressReleases/augmented-reality-virtual-reality.asp
5. http://articles.economictimes.indiatimes.com/2015-01-16/news/58149756_1_edx-platform-moocs-indian-higher-education-
system
6. http://www.marketsandmarkets.com/Market-Reports/learning-management-systems-market-1266.html
7. http://www.researchandmarkets.com/research/3m6wpn/learning
8. http://www.ambientinsight.com/Reports/eLearning.aspx
9. http://www.gessdubai.com/news-center/press-releases/education-suppliers-turn-middle-east-e-learning-market-sees-revenues
10. http://www.techproresearch.com/downloads/wearables-byod-and-iot-current-and-future-plans-in-the-enterprise/
11. http://www.grandviewresearch.com/press-release/global-bring-your-own-device
12. http://www.ambientinsight.com/Reports/MobileLearning.aspx#section1
13. http://www.ambientinsight.com/Reports/MobileLearning.aspx#section3
14. http://w3techs.com/technologies/report/cp-flash
15. http://www.designbysoap.co.uk/html5-benefits-usage-and-predictions-infographic/
16. http://www.theverge.com/2015/1/27/7926001/youtube-drops-flash-for-html5-video-default
References
Infographic by
www.upsidelearning.com
And more than 60% of online
adults in the US and the UK
use at least two devices
every day.
1
Multi-device/ multi-screen behaviour is quickly becoming the norm.
The smartphone is
by far the most popular
device carried.
Sophos Mobile Device Numbers Infographic
Sophos Mobile Device
Numbers Infographic
OUT WITH FLASH. IN WITH HTML52
With increasing multi-device usage
and Flash's growing incompatibility,
HTML5 presents itself as
a promising alternative.
W3Techs - World Wide Web
Technology Surveys
GAMIFICATION3
By end of 2015, more than 50% of
organisations that have managed
innovation processes will gamify
those processes.
Gartner
AUGMENTED REALITY4
Over the last few years,
Augmented Reality technology
has shown significant growth.
Markets and Markets' March 2014 report
'Augmented Reality & Virtual Reality Market'
GfK
MASSIVE ONLINE OPEN COURSES (MOOC)5
By 2020, at least a dozen universities
around the world will give university
degrees with 100% content on MOOC.
Anant Agarwal, edX
LEARNING MANAGEMENT SYSTEM (LMS)6
SELF-PACED LEARNING7
The rapid adoption of eLearning in
developing economies and
explosion in the number of new
suppliers are leading to the growth
of the world-wide Self-paced
Learning market.
Ambient Insight's Self-paced eLearning Market report
Top ten countries with the highest eLearning growth rates in the world
are Myanmar, Thailand, Malaysia, Vietnam, Ethiopia, Slovakia, Nepal,
Mozambique, Indonesia, and Pakistan.
Ambient Insight's Self-paced eLearning Market report
BRING YOUR OWN DEVICE (BYOD)8
WEARABLE LEARNING9
MOBILE LEARNING10
The eLearning market sees
revenues rising to $560.7m in 2016
in the Middle East.
GessDubai.com
$560.7m
(2016)
$560.7m
(2016)
The Bring Your Own Device (BYOD)
movement is booming, with 74% of
organisations either already using
or planning to allow employees to
bring their own devices to work.
Tech Pro Research
Currently 29% of respondent organisations
were using, planning to use or budgeting for
wearables and have included them in their
BYOD plan.
Tech Pro Research
China was the second-largest
Mobile Learning buying country
after the US in 2014.
Ambient Insight's 2013-2018 North
America Mobile Edugame Market research
The number of
new edugames coming
to the North American
market is exploding.
Ambient Insight's 2013-2018 North
America Mobile Edugame Market research
2014 2019
HTML5 is now YouTube's
default for playing videos.
75% of web developers are currently
using HTML5 in their design and
development projects.
Accusoft
50% of web developers were already using HTML5
for mobile website development.
Trends.Builtwith.com
YouTube Engineering and
Developers Blog
5.22.9devices
2015
devices
2017
The BYOD market is expected to
reach $238.39 billion by 2020.
Grand View Research
85%
65%
48%
25% 20%
50%
74%
2018
$1bn
CAGR
2013 2014 2015 2016 2017 2018 2019
$
2.55
bn
$
7.83
bn
23.2%
25.2%
CAGR
The overall size of the
LMS market is equal to
the sum of the revenues
from academic and
corporate users of LMS.
Markets and Markets,
Research and Markets
20182013
CAGR
29%
$
1.1
bn
$
2.3
bn
CAGR
15.4%
20182013
CAGR$
227.9
mn
$
410.27
mn
WWW
25%
75%
50%
2013
12.5%
4.4%
CAGR
15%
$
238.39
bn
2020
$
42.7
bn
$
53
bn
v. 11
3 devices used by

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10 eLearning Trends for 2015

  • 1. 10eLEARNING TRENDS FOR 2015 IT'S A MULTI-DEVICE WORLD! SUMMING UP Organisations are adapting/ continuing to adopt eLearning, currently at a rate of 13% per year (a pace that is projected to stay consistent through 2017). 2015 holds the promise for expansion of online training both from the learner's perspective and organisational context. To learn how your organisation can benefit from eLearning/ mLearning or multi-device learning, get in touch with us. 1. http://blog.gfk.com/2014/03/finding-simplicity-in-a-multi-device-world/ 2. http://www.pcmag.com/image_popup/0,1740,iid=371072,00.asp 3. http://dotgroup.com.br/wp-content/uploads/2014/04/Gartner-2020-Trends.pdf 4. http://www.marketsandmarkets.com/PressReleases/augmented-reality-virtual-reality.asp 5. http://articles.economictimes.indiatimes.com/2015-01-16/news/58149756_1_edx-platform-moocs-indian-higher-education- system 6. http://www.marketsandmarkets.com/Market-Reports/learning-management-systems-market-1266.html 7. http://www.researchandmarkets.com/research/3m6wpn/learning 8. http://www.ambientinsight.com/Reports/eLearning.aspx 9. http://www.gessdubai.com/news-center/press-releases/education-suppliers-turn-middle-east-e-learning-market-sees-revenues 10. http://www.techproresearch.com/downloads/wearables-byod-and-iot-current-and-future-plans-in-the-enterprise/ 11. http://www.grandviewresearch.com/press-release/global-bring-your-own-device 12. http://www.ambientinsight.com/Reports/MobileLearning.aspx#section1 13. http://www.ambientinsight.com/Reports/MobileLearning.aspx#section3 14. http://w3techs.com/technologies/report/cp-flash 15. http://www.designbysoap.co.uk/html5-benefits-usage-and-predictions-infographic/ 16. http://www.theverge.com/2015/1/27/7926001/youtube-drops-flash-for-html5-video-default References Infographic by www.upsidelearning.com And more than 60% of online adults in the US and the UK use at least two devices every day. 1 Multi-device/ multi-screen behaviour is quickly becoming the norm. The smartphone is by far the most popular device carried. Sophos Mobile Device Numbers Infographic Sophos Mobile Device Numbers Infographic OUT WITH FLASH. IN WITH HTML52 With increasing multi-device usage and Flash's growing incompatibility, HTML5 presents itself as a promising alternative. W3Techs - World Wide Web Technology Surveys GAMIFICATION3 By end of 2015, more than 50% of organisations that have managed innovation processes will gamify those processes. Gartner AUGMENTED REALITY4 Over the last few years, Augmented Reality technology has shown significant growth. Markets and Markets' March 2014 report 'Augmented Reality & Virtual Reality Market' GfK MASSIVE ONLINE OPEN COURSES (MOOC)5 By 2020, at least a dozen universities around the world will give university degrees with 100% content on MOOC. Anant Agarwal, edX LEARNING MANAGEMENT SYSTEM (LMS)6 SELF-PACED LEARNING7 The rapid adoption of eLearning in developing economies and explosion in the number of new suppliers are leading to the growth of the world-wide Self-paced Learning market. Ambient Insight's Self-paced eLearning Market report Top ten countries with the highest eLearning growth rates in the world are Myanmar, Thailand, Malaysia, Vietnam, Ethiopia, Slovakia, Nepal, Mozambique, Indonesia, and Pakistan. Ambient Insight's Self-paced eLearning Market report BRING YOUR OWN DEVICE (BYOD)8 WEARABLE LEARNING9 MOBILE LEARNING10 The eLearning market sees revenues rising to $560.7m in 2016 in the Middle East. GessDubai.com $560.7m (2016) $560.7m (2016) The Bring Your Own Device (BYOD) movement is booming, with 74% of organisations either already using or planning to allow employees to bring their own devices to work. Tech Pro Research Currently 29% of respondent organisations were using, planning to use or budgeting for wearables and have included them in their BYOD plan. Tech Pro Research China was the second-largest Mobile Learning buying country after the US in 2014. Ambient Insight's 2013-2018 North America Mobile Edugame Market research The number of new edugames coming to the North American market is exploding. Ambient Insight's 2013-2018 North America Mobile Edugame Market research 2014 2019 HTML5 is now YouTube's default for playing videos. 75% of web developers are currently using HTML5 in their design and development projects. Accusoft 50% of web developers were already using HTML5 for mobile website development. Trends.Builtwith.com YouTube Engineering and Developers Blog 5.22.9devices 2015 devices 2017 The BYOD market is expected to reach $238.39 billion by 2020. Grand View Research 85% 65% 48% 25% 20% 50% 74% 2018 $1bn CAGR 2013 2014 2015 2016 2017 2018 2019 $ 2.55 bn $ 7.83 bn 23.2% 25.2% CAGR The overall size of the LMS market is equal to the sum of the revenues from academic and corporate users of LMS. Markets and Markets, Research and Markets 20182013 CAGR 29% $ 1.1 bn $ 2.3 bn CAGR 15.4% 20182013 CAGR$ 227.9 mn $ 410.27 mn WWW 25% 75% 50% 2013 12.5% 4.4% CAGR 15% $ 238.39 bn 2020 $ 42.7 bn $ 53 bn v. 11 3 devices used by