TOP 10 interesting facts about e-learning: what will happen in 2021-2030

CyberCraft Inc.
6 min readFeb 6, 2021

E-learning products — from learning management systems to applications — make the educational process more convenient and fascinating. Furthermore, due to COVID-19, innovative methodologies for distance learning are becoming more and more popular because universities and school systems move to online learning. Also, a lot of basic jobs, where the training of employees is a mandatory condition, have become partly or fully remote.

This article focuses on various facts that are related to the industry of e-learning. Let’s find out its development, peculiarities, and technological innovations. Also, you have a chance to read about predictions related to e-learning. These predictions are based on modern trends, different researches, expert opinions, and the direction of current progression.

Fact №1: the mind-blowing price of the e-learning market

Due to Business Wire, the total worth of the e-learning market will reach $50 billion in 5 years. It’s foreseen that the annual growth is 15%. Nowadays, the most prosperous direction is related to e-learning platforms. They provide needed information in the form of courses. The largest platforms are Coursera, edX, xuetangX, Future Learn, and UDACITY. It’s notable that 23 users have already been registered on Coursera. At the same time, big corporations and middle-sized companies prefer to create their own LMS and courses for employees instead of using standard e-learning solutions. Such an approach also shows the higher level of effectiveness for corporate training that raises the level of qualification.

Fact №2: $1 that is invested in e-learning training by big companies results in $30 in productivity

As was mentioned above, big companies prefer to create their own courses to provide online training for their employees. Due to eLearn2grow, every $1 invested in such training results in $30 in productivity. It shows that such training is quite efficient and can improve the skill set of employees. To motivate employees to increase their skills through online learning, managers should allow their growth in the company after the training will be successfully passed.

Fact №3: the term ‘e-learning’ was first used in 1999

The appearance of distant education with permanent contact between students and teachers became possible not so long ago. The intensive growth of e-learning confirms that it has turned into a prosperous area. A lot of companies claim that corporate e-learning tools help them to reduce costs. For example, due to Belitsoft, Dow Chemical has already saved $34 million using an e-learning environment instead of the physical classroom. It’s notable that in 1995 when there was no term ‘e-learning’, 4% of corporations used it to upgrade the knowledge and skills of their employees (Source: eLearn2grow).

Fact №4: AR, VR, and MR will influence e-learning

Virtual Reality, Augmented Reality, and Mixed Reality are three pillars on which the future of e-learning is founded. These technologies help to personalize the ed-tech environment, implement new ideas, develop mesmerizing functionality, or visualize any complex topic. Augmented Reality, in particular, is being used to incorporate graphics with objects of the real world. Virtual Reality helps to create a separate digital space. Both technologies are applied in e-learning software development where they allow creating ed-tech solutions for various industries — from anatomy to architecture. These VR, AR, and MR solutions are aimed at involving the learners and providing a meaningful impact on them. Also, these technologies have other advantages:

· Removing gaps between theoretical statements and practice.

· Accelerating the process of learning thanks to visualizing the material.

· Providing a safe environment for learning processes that allow users to make mistakes without any critical consequences.

· Reducing the time of learning.

Fact №5: microlearning

Microlearning is one of the modern trends in the area of e-learning. Lots of users stick to microlearning apps and other products that simplify the educational process. Thanks to such solutions, a new skill can be learned with the help of a few videos, images, or texts. Microlearning includes games and quizzes like Duolingo that help to enhance skills while playing or passing compact tutorials. The learning sessions here can be conducted anywhere and anytime. They are delivered in bite-size chunks. As usual, microlearning platforms provide material in various forms — from small pieces of text to infographics and educational videos.

Fact №6: the rise of gamification in e-learning

The process of learning is being made gradually more entertaining. Therefore, gamification can become one of the most important trends in e-learning by 2030. Thanks to the implementation of gamification in this area, developers of various courses, pieces of training, and applications try to trigger needed behavioral patterns. Students, who use an e-learning environment, willingly compete with each other, achieve new goals or levels, and collect awards. Let’s consider other benefits of the integration of gamification elements in e-learning, namely:

· Better knowledge retention.

· The improved user experience that is related to simple navigation.

· The bright and memorable learning process that can include a leaderboard, badges, progress bars, and even internal currency which opens access to a new level of the game.

· An enhanced experience of learning for all age groups, including K-12 students.

Due to Digiteum, 67.7% of students, who took part in the independent survey, claim that the course with gamification elements is more engaging and motivating than a traditional one.

Fact №7: mobile learning will prevail in the future

CNBC reported that 72.6% of people will browse the internet via smartphones in 4 years. It is equal to 3.7 billion users. Therefore, mobile platforms are going to have a great impact on the industry. YMCA Awards that almost 50% of students have been using smartphones not only to communicate, socialize, and play, but also for learning.

By 2025, students will settle into learning activities on-the-go. Therefore, LMS must be accessible from any smartphone or other mobile device. Such an opportunity increases the level of perceiving and internalizing content.

Fact №8: video learning content

Virtual classes and simple video e-learning content can be accessed from smartphones, tablets, or laptops. Thanks to new technologies, the traditional classroom will be at least partially replaced by video content. It can also be fruitful for e-learning courses where it is being used instead of large texts. Note that teachers have been already communicating with students through video to present new lessons or discuss anything that was reviewed in the classroom.

Due to educations.com, more than 30% of students with higher education in the US took at least one distance course during their university studies. It’s obvious that such a course includes learning content.

Fact №9: Robo Revolution in educational programs and e-learning

By 2030, we will see more AI apps for e-learning and digital teaching assistants. AI can serve to manage the educational process with the help of new virtual tutors. These tutors will be able to structure individual learning processes, organize and manage needed activities, providing hands-on experience.

Chatbots that are popular nowadays will be still in demand in 2030. They can simply answer questions from any student or be involved in the training scenario. Of course, the functionality of chatbots can be widely extended.

AI is gradually improving the understanding of the meaning behind the written text. It allows involving AI instruments for grading and assessment. Google’s neural matching proves this statement. Assessment abilities of AI include even anti-cheating detection. It is not related to simple plagiarism detection. Such systems can define if the assignment was completed by the student or by somebody else.

Fact №10: e-learning products will become more accessible by 2030

Lots of LMS, programs and apps related to e-learning are being created nowadays. This boom is directly connected to COVID-19. Anyway, these platforms help both students and teachers. Here is the list of the demanded products for e-learning:

1. Udemy.

2. Khan Academy.

3. Lynda.

4. TED.

5. LUMOSITY.

6. Duolingo.

7. Goodreads.

This list is gradually expanding. New programs for students with disabilities appear. Such programs help them to assimilate facts over short periods and provide teachers with the right set of tools.

The upshot of the article is as follows: the immediate future will be quite prosperous for e-learning, by 2030, we will see the rise of gamification, video content, AI solutions, and Virtual Reality in this area.

If you’d like to benefit from e-learning look for a reliable software development company that can build an educational product that fits your requirements. CyberCraft can become your trusted IT outsourcing partner! Feel free to get in touch with us to receive a free consultation.

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CyberCraft Inc.

Trusted software development company from Lviv, Ukraine. Get access to the needed IT professionals while enjoying savings of up to 60%: http://cybercraftinc.com