Remove E-rate Remove Game-Based Learning Remove Gamification Remove Mobility
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Self-Paced E-Learning Market Evaporating, Report Finds

Marketplace K-12

Future revenue in the $33 billion e-learning market is expected to fall precipitously in the United States and internationally, but sales of other types of digital learning products are predicted to rise, according to a market research report released recently. Unstable Economies Impact E-Learning Market.

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What All Leaders Should Learn About Training From The Health Care Industry

The Game Agency

used a PlayStation to improve his surgical accuracy, the idea of games to improve clinical interventions has been of great interest to the industry. The often-competitive and extroverted nature of sales teams, for example, makes them ideal students for game-based learning training courses with gamification elements added.