6 Popular Trends in ELearning

instructional-designerThe elearning industry is constantly in flux. Some trends come and they stay with us while others are merely passing through.

While it is hard to say which trends will stay and for how long, it is always interesting to take a look at what is “hot right now” in the field.

When it comes to elearning and learning management systems there are a handful of tools & techniques that are very much in vogue. Below are six of the more common trends in our field.

If you happen to know of some additional elearning trends then do not hesitate to share them in the comments below!

6 Current ELearning Trends You Should Know

Gamification – not so much a “new” trend by any means but an often sought after aspect of any online training program. Gamification is predicted to be a $10 billion industry by 2020.

Mobile Learning – the rise of the mobile device has led to the rise in mobile learning. This market is huge and will continue to grow into the foreseeable future.

Video-Based Learning – The use of videos in elearning is often expected whereas in the past it wasn’t as common. We can thank the likes of YouTube for bringing videos into the elearning mainstream.

Social Media Learning – Often overlooked, this unique elearning approach reaches more people and fosters collaboration in ways never seen before.

Blended Learning – A favorite in the university setting, blended learning allows academics to leverage the effective flipped classroom method.

Micro-Learning – A newer form of content delivery because of the greater use of mobile devices for training purposes.



Justin Ferriman is the co-founder and CEO of LearnDash, the WordPress LMS trusted by Fortune 500 companies, major universities, training organizations, and entrepreneurs worldwide for creating (and selling) their online courses. Twitter | LinkedIn

3 Responses

  1. Hello Justin,

    Thank you for sharing insight about the trends happening in the E-Learning industry, BTW, do you have any reference/statistics to validate the 10billion gamification figure?

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