We are developing e-learning platforms for corporate companies, creating welcome pages, websites, and mobile applications for these platforms. Based on our experience, here is a brief list of the latest trends in e-learning (learning technologies, e-learning) both globally and in our country.
With the widespread use of mobile devices, especially tablets, there is a rapid shift towards mobile learning. In our company, the number of mobile learning applications has significantly increased. Initially, platform selection, device selection, and content formats were issues we faced. However, with our latest innovation, we resolved these issues. The technique we call REP (Responsive E-learning Publishing) allows a single e-learning content to be easily published and viewed on multiple platforms (Web/iOS/Android/WebApp), including the questions and exercises within the e-learning. This means that you can start an e-learning course on the web at work, continue it on your phone during your commute, or on your tablet at home. The system records your progress regardless of where you finish the e-learning.
Serious games (conveying content while playing a game) and gamification (earn points for watching training, compete, win something) are two concepts that are rapidly developing. Corporate spending in this area has increased significantly. There is a preference for more interactive content over traditional voice-over PowerPoint-style e-learnings. Although it is challenging to secure a budget for game-based content in e-learning in our country, digital game design is becoming easier and more widespread. We continually work to convince our clients about this because gamification is an excellent solution for embedding messages in minds and transforming knowledge into behavior.
There are many tools available that allow anyone to easily create and present e-learning content. New tools are added every day, and existing ones are becoming increasingly user-friendly. We also incorporate popular techniques for content creation within our platform, InfinityLMS. Influencers on the LMS, such as instructors, can easily create, manage, and distribute (assign) e-learning material and track the results themselves.
The ease of content creation and sharing naturally supports social learning. Why shouldn't a manager share beneficial content with their department for development? They won't need to contact the training department and wait for e-learning design and production. Instead, they can design their own content, such as a voice-over PowerPoint, and publish it easily. Social learning platforms or modules that allow everyone to publish content are increasingly becoming part of internal corporate platforms. For example, isn't YouTube currently the best personal learning platform? It is largely formed by user-generated content. Why don't we see internal YouTubes or Wikipedias within our organizations? E-learning companies can then focus on professional design tasks, which is their primary work. For instance, it is so easy to publish content within InfinityLMS; let us show you how.
The use of HTML5 is becoming widespread and is now a standard. Especially with HTML5, we celebrate interactivity and mobile learning. All content production is now starting to be enriched with the unlimited features of HTML5. We once again thank Steve Jobs. With HTML5 on the web, we can offer extraordinary 3D content experiences with CSS3 support. For example, we are increasingly using 3D virtual tours or 3D simulation applications.
SCORM is still used out of necessity. Clients with massive corporate platforms support this outdated standard to obtain content from various sources. However, mobile devices have already ended SCORM and the technology it grew with, FLASH. More responsive and compatible web interfaces, along with HTML5, have taken over the world. It is hard to understand why we go to such lengths to load e-learning content as a package, making updates difficult and ruining the user experience!
As briefly mentioned earlier, this approach is currently very influential not only in e-learning but also in web design. It aims to provide the best viewing experience on a variety of devices through a Web-based design approach. Although challenging to implement, we succeed. For now, it doesn't allow for excessively free designs, but we are improving. This new approach brings an innovative perspective based on automatically detecting browser, device, or system features.
Quality standards are an ongoing battle for us. Striving to reach a common ground on what constitutes quality in online education is something we have been and will continue to work on for many years. We renew our manifesto on this topic every year, but it hasn't settled yet. The demographics of users are changing rapidly. The average age of users is changing very quickly. Now Generation Y has arrived, making it challenging to establish e-learning quality standards for such a wide target audience. When you create a game, Generation Y loves it, while older generations may find it frivolous.
The use of video in internal corporate platforms is increasing. Live Stream services have also become widespread and affordable. If we divide video usage into live and archive, both can be solved within organizations with quite economical techniques. We can predict that video usage will continue to increase.
The global e-learning market has grown by 8% annually. In our country, we can say that there has been significant growth with the momentum brought by the pandemic. Overall, we cannot measure the market. However, looking at the number of employees in companies operating in this field gives us an estimated picture.