Learning Management System

As the economic downturn heads further downward and companies search for more cost-effective training systems, many turn to online training and learning management systems to meet training needs.

As the demand for LMS systems and online education increases, e-learning software also matures.

LMS courseware creators are designing online training that seems more game-like in nature, using interactive and engaging tools.

E-learning modules that feel game-like and interactive are growing in popularity in many professional circles.

Some organizations and universities have made plans to integrate, or are already integrating such software into their LMS training systems.

Judging by the popularity of virtual worlds, it may not be a bad idea.

EMarketer estimates that 24 percent of the 34.3 million million users under 19 years old participated in a virtual world at least monthly in 2007, a figure that is predicted to jump to 53 percent by 2011.

As people become more familiar with virtual world navigation, these online skills, interactions and roles will translate more easily into a professional or educational setting.

Still when you think of virtual worlds, you may think of teenage gamers.

But an increasing number of institutions and organizations worldwide have begun to explore the educational possibilities offered by virtual worlds.

Virtual worlds permit students to carry out tasks that might not be possible in the physical world due to circumstances including personal, financial, locational or other difficulties.

A virtual world, much like a learning management system, allows educators and trainers to share videos, simulations, and other media with students.

With the use of an avatar, students can perform tasks to reveal understanding of learning material as well as interact with their peers.

“Serious game” virtual worlds are used in professional and academic education to teach everything from frog dissection to filling a cavity.

“Serious games” and LMSs allow trainees to interact with each other and with the content in a way that traditional e-learning or face-to-face training never could provide.

Using a potent LMS, students have access to audio and visual information in the form of simulations, screen recordings, podcasts, and more.

The bad news is that most “serious games” are still under testing for professional use, and those on the market are pricey or not quite as sophisticated as other software options.

Despite the slow development of virtual worlds for professional use, e-learning software continues to expand in learning management systems and other online tools, as they become more interactive to compete in an increasingly exciting e-learning market.

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