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"Gamification in E-Learning Marketplace" @BigMarketResearch.This Report Offers Gamification in E-Learning Market-Solution,Strategies,Device,Education,Size,Share,Forecast,Analysis,Reporet and Research.2020. To Get More Details Here @ http://www.bigmarketresearch.com/gamification-in-e-learning-place-market E-Learning represents delivery of part or all of a course using computing technology (computer, mobile or wearable devices) whether it's in a school or business training or full distance learning course. Due to advances in the as a service model, eLearning is often Cloud-based. Enquire About Report @ http://www.bigmarketresearch.com/report-enquiry/221343
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Report Description E-Learning represents delivery of part or all of a course using computing technology (computer, mobile or wearable devices) whether it's in a school or business training or full distance learning course. Due to advances in the as a service model, eLearning is often Cloud-based. To Get Complete Details Here @ http://www.bigmarketresearch.com/gamification-in-e-learning-place-market Using game mechanics or game elements in education is not something new but applying it to e-learning perspective is set to come of age and becoming a real contender. Gamification in e-learning is the application of game elements & techniques in the non-game e-leaning process to motivate & engage learners in solving problems. It is many way different from pure learning games but proved it as real game changer to boosts up learners' participation level and makes them better performer. This report evaluates the historical overview, market implication, market revenue, vendor solutions, and real life examples for gamification in e-learning marketplace. Mind Commerce projects Gamification in E-Learning growth to reach $319 billion by 2020, among them College education & MOOCs is expected to hold 69% market share.
Report Description • Target Audience: • Mobile network operators • Cloud and eLearning companies • Gamificationplatform providers • Learning & development companies • Enterprise corporate learning organizations • Enquire About Report @ http://www.bigmarketresearch.com/report-enquiry/221343
Report Description • Report Benefits: • Forecasts for eLearning marketplace • Learn gamification and micro learning strategies • Understand gamification technologies and solutions • Identify opportunities for gamification in corporate L&D • Understand eLearning across various platforms and devices • Identify strategies for implementing gamification in education • Recognize the market opportunities for gamification in corporate L&D • Identify emerging training opportunities such as MOOC environments
Table Of Content 1 Introduction 7 1.1 Executive Summary 7 1.2 Topics Covered 8 1.3 Key Findings 10 1.4 Target Audience 11 2 An Overview of Telco Network APIs 14 2.1 Defining Network APIs 14 2.2 Why are Carriers Adopting Telco Network APIs 16 2.3 Telco Network API Categories 17 2. 2.5 What % of Applications use APIs 21 To Get Table Of Content @ http://www.bigmarketresearch.com/gamification-in-e-learning-place-market
Table Of Content 2.6 The Revenue Potential of APIs 23 2.7 Telco Network API Usage by Industry Segment 25 2.8 Telco Network API Value Chain 26 4 Telco Network API Business Models 19 3 API Aggregation 32 3.1 The Role of API Aggregators 32 3.2 Total Cost Usage for APIs with Aggregators 32 5 Vendor Ecosystem: Big Data in IoT38 3.3 Aggregator API Usage by Category 34 4 Non Telco Network APIs and Mashups 38 4.1 Non Telco Network APIs 38 4.2 Mashups 48 5 Carrier, Application Provider & Vendor Strategies 54 5.1 Carrier Positioning in the LTE Era 54
Table Of Content 5.2 Carrier API Programs Worldwide 59 5.3 Should Carriers Open Network APIs to OTT Service Providers 68 5.4 Developer Attitudes Towards API Adoption 69 5.5 Vendor Strategies: Creating a Unique Role within the Value Chain 72 6 Market Analysis 88 6.1 Telco Network APIs Revenue 2012 - 2016 88 6.2 Telco Network APIs Revenue by API Category 2012 - 2016 89 6.3 Telco Network APIs Revenue by Region 2012 - 2016 95
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