by Marketing | 7 Dec, 2016 | eLearning
1. Growth in gaming = growth in gamification Projections for 2016 show that the growth of the gaming industry is simply not stopping. The market grew from £2.63 billion in 2015 to £2.73 billion in 2016 and there’s no indications to suggest the trend won’t continue...
by Marketing | 2 Dec, 2016 | eLearning
With the final of “I’m a Celebrity, Get Me Out of Here!” this Sunday, we thought we’d have a good look to see what L&D can learn from the much-loved reality show. Although it may seem that the jungle is far from the realities of learning...
by Marketing | 28 Nov, 2016 | eLearning
Pretty much all eLearning providers are offering bespoke eLearning solutions these days. But if your organisation just uses off-the-shelf courses, you should explore what you’re missing. That’s why we’ve lined up some of the main benefits of bespoke...
by Marketing | 16 Nov, 2016 | eLearning
Last week, we launched the Science Museum Group’s (SMG) brand new Totara-based LMS, ‘skillslab’, after a tender was awarded in the summer and Totara was presented as a platform to help SMG achieve its goals of higher employee engagement. SMG celebrates Britain’s...
by Marketing | 14 Nov, 2016 | eLearning, Learning Nexus
No matter where you are – work, train, bus or restaurant – it’s obvious to see there is a mobile revolution surround us and the statistics prove it. According to OfCom, in 2014, 61% of adults in the UK owned a smartphone and that his risen to a whopping 71% in the...
by Marketing | 1 Nov, 2016 | eLearning
Virtual Reality (VR) since the nineties has been set aside for keen gamers and tech lovers but in the current developments, we’ve witnessed a steady increase of VR technology in the eLearning industry. “How does it work?” we hear you say. In short, to create the VR...