LMS market after Blackboard-Moodle breakup
- Two of the leading learning management system companies are cutting ties after a six-year partnership — a split that Inside Higher Education reported was likely “messy.”
- U.S.-based Blackboard and Australia’s Moodle separately announced the end to the partnership, which will mean that Blackboard won’t use the Moodle name in the future, but its Moodlerooms product will be maintained.
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more on LMS in this IMS blog
https://blog.stcloudstate.edu/ims?s=LMS
Stunning market data predicts the future of online learning
Cloud services, compatible LMS will be critical to online learning classes and courses.
By Meris Stansbury June 26th, 2017
e “6 million students? Must-know facts about online enrollment.”]
- The numbers reveal a year-to-year online enrollment increase of 226,375 distance education students–a 3.9 percent increase, up over rates recorded the previous two years. More than 6 million students are now online learners, according to the report.
- More than one in four students (29.7 percent) now take at least one distance education course (a total of 6,022,105 students).
- Graduate students are twice as likely to take all of their courses online (26 percent) as undergraduate students (12 percent).
- The number of students studying on a campus has dropped by almost 1 million (931,317) between 2012 and 2015.
- The majority of “exclusively distance” students live in the same state as their institution (55 percent), while 42 percent are studying online at an out-of-state institution.
- Public institutions educate the largest proportion of online students (67.8 percent), though more online learners in private institutions attend nonprofit schools than for-profits, according to the data.
And according to LMS provider Docebo, the 2016 world-wide revenue for self-paced online learning products and services (in US$ millions) exceeded $23 million in North America, beating out Europe and even Asia by a large margin.
Going corporate: According to the latest market study by Technavio, the size of the global corporate online learning market is predicted to reach an approximate amount of USD 31 billion in revenue by the end of 2020.
An important component: Within online learning, the LMS market is expected to grow at an incredible rate—a CAGR of 24 percent by 2020.
The biggest growth: Within online learning, the cloud is also growing at a tremendous rate. IT spending is steadily shifting from traditional IT offerings to cloud services, and the aggregate amount of cloud is expected to go from $111 billion in 2016 to $216 billion in 2020.
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more on online learning in this IMS blog
https://blog.stcloudstate.edu/ims?s=online+learning
Here are some free resources to get your flipped classroom organized.
Content Banks:
1. Crash Course
2. Eduvision by FlippedLearning Network
Resources to Create Your Own Lessons:
3. Screencast-o-matic
4. PowToon
Hosting Depositories:
5. Screencast
6. TeacherTube
Learning Management Systems (LMS):
7. Lore
8. Sakai
Flipped Schools and Districts to Research:
9. Lake Elmo Elementary in Stillwater, MN
10. Summit Public Schools
http://www.edudemic.com/10-resources-for-flipped-classroom/
Please look at our blog entry:
https://blog.stcloudstate.edu/ims/2014/09/04/gamification-its-easier-than-you-think/
http://www.gc-solutions.net/blog/gamification-of-the-lms-a-step-towards-evolution-of-the-modern-lms/
my note: article is written for the corporate world, but there is no reason why not apply in higher ed.
While applying gaming in learning content, we create timed quizzes, mazes and other such learning tools, which award the learner points, badges or other collectibles. The same mechanics are employed to embed gamification in our strategy for delivering content. Gamification provides an added incentive for learning, making the process of learning enjoyable through the excitement of built-in gaming elements.
two strongest components that help gaming to deliver effective learning – healthy competition between peers and asense of achievement.
- Certificates
- Collectible points that can be redeemed
- Discounts on new content
- Expert status
- Special privileges in the portal
- Fame on the Social Circuit: Leading professional networking site ‘LinkedIn’ has a popular gamification element that has worked very well among users.
Our WiZDOM LMS v5.0 is a new-age Learning Management System which has the built-in capabilities of gamification to make sure that the learner feels motivated to complete the e-courses and is able to have fun while doing it! But while employing game-based learning within the LMS, a few points need to be kept in mind:
- Know your audience well
- Provide real benefits
- Keep a close eye
- Keep evolving to make it fun