Title: Identify Opportunities Gamification in E-Learning Market
1Gamification in E-Learning Marketplace
2Report 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 _at_
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.
3Report Description
- Target Audience
- Mobile network operators
- Cloud and eLearning companies
- Gamification platform providers
- Learning development companies
- Enterprise corporate learning organizations
- Enquire About Report _at_ http//www.bigmarketresearc
h.com/report-enquiry/221343
4Report Description
- Report Benefits
- Forecasts for eLearning marketplace
- Learn gamification and micro learning strategies
- Understand gamification technologies and
solutions - Identify opportunities for gamification in
corporate LD - Understand eLearning across various platforms and
devices - Identify strategies for implementing gamification
in education - Recognize the market opportunities for
gamification in corporate LD - Identify emerging training opportunities such as
MOOC environments
5Table 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 _at_ http//www.bigmarketresearch.com/gamific
ation-in-e-learning-place-market
6Table 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 IoT 38 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
7Table 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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-learning-place-market
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