LONDON--(BUSINESS WIRE)--Technavio’s latest global education content management market report highlights three key emerging trends predicted to impact market growth through 2020. Technavio defines an emerging trend as something that has potential for significant impact on the market and contributes to its growth or decline.
“Educational institutions, especially in the higher education sector, are increasingly purchasing products from proprietary software vendors to boost their digital marketing initiatives and content creation processes. Vendors are therefore required to offer additional functionalities that address unique needs of their target customers to survive in the competitive market landscape,” said Jhansi Mary, one of Technavio’s lead industry analysts for education technology research.
Technavio’s market research study identifies the following three emerging trends expected to propel the growth of the global education content management market:
- Interactive content
- Adaptive learning technologies
- Gamification in e-learning
At present, the use of education CMS is widening with the emergence of applications such as social learning, gamification, analytical tools, and enriching the end-user experience. Among all other applications, social learning is gaining prominence. It can be defined as an informal method of learning through blogs, chats, and discussion boards. Such platforms provide avenues for interaction with different participants.
Institutions are trying to formalize this way of learning by using WCM to gather information from Facebook, Twitter, and other social networking websites. The data captured can then be analyzed for the type of information shared by the learners. While understanding the pattern, companies can update content and include materials that can help students access a better e-learning experience. However, this trend is yet to gain momentum in the education sector. Once it gains popularity, it should drive the global education content management market.
Adaptive learning technologies
These technologies are data-driven and sophisticated online platforms and software that adjust to learner interactions and performance levels. It also anticipates the types of content and resources the learner needs at a specific point in time. Adaptive learning technologies are enabled by machine learning technologies and can provide customized exercises when needed. Machine learning technology uses artificial intelligence to learn patterns generated by end-users. This is not a preprogramed execution and helps deliver customized solutions for students. Many leaders in educational institutions envision that these adaptive learning technologies can enhance offerings of e-learning and will adopt content management systems to efficiently deliver content to students.
Gamification in e-learning
Gamification includes game mechanics and game design techniques in a non-gaming context. Gamification is considered a powerful tool to engage employees, help change employee behavior, develop skills, and drive innovation. It enables integration of 3D characters, game mechanics, and gameplay elements into e-learning courseware to make e-learning more interactive and stimulating. Examples include points, leader boards, levels, and achievement badges.
Gamification is used in applications such as loyalty programs, social networks, financial service websites, and employee training programs. Here learning is offered in the form of games, with the use of inherent design of games to make learners imbibe a particular skill and achieve specific learning outcomes. This is creating a huge opportunity for LCMS vendors to develop LCMS products geared with the desired features in a bid to deliver interesting content.
Browse related reports:
- Global Digital Education Content Market 2015-2019
- M-education Market in the US 2016-2020
- Global Education Apps Market - Market Study 2015-2019
- Global Higher Education Market 2016-2020
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