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全球数字教育内容市场报告(2016-2020年)
In the current competitive market landscape, it has become important for educational
institutions to improve the quality of education that is delivered so that it can attract
students globally. To achieve this, student knowledge enrichment and adoption of elearning
are being advocated. This is leading to a reduction in student dropout rates. Elearning
has helped the various educational institutions to follow global standards and
remain up to date with the latest advances in technology in the education sector.
Educational institutions are increasingly adopting e-learning solutions for the overall
development of students while equipping them with the knowledge and skills suitable
for employment.
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全球企业培训市场报告(2016-2020年)
In the past two decades, globalization (and technological advances) has changed the
dynamics of the education market and the corporate training market. The emergence
of new types of personal computing devices - coupled with the introduction of
technologies (such as gamification, apps, and social networks) - has upgraded learning
and development opportunities for employees significantly.
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全球教育游戏化市场报告(2016-2020年)
Gamification is the process of implementing game mechanics into non-gaming
contexts to drive user engagement and to enhance problem-solving. Points, badges,
leaderboards, challenges, and rewards are some examples of game mechanics.
Gamification does not create real games but uses game techniques to engage
students in comprehensive learning mechanisms.
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全球企业M-学习市场报告(2016-2020年)
In the past two decades, globalization combined with technological advances has
changed the dynamics of the education and corporate training markets worldwide. The
emergence of new types of personal computing devices coupled with technologies
such as gamification, apps, and social networks has enhanced the learning and
development opportunities for employees significantly.
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全球软技能培训市场报告(2016-2020年)
The growing need for skill development is driving the global soft skills training market. As companies worldwide are expanding their businesses, they are facing global and regional competition. The surge in the competition levels has led educational institutions and companies to adopt training programs for students and employees. As learning models evolve and learners' diversity increase, a growing number of educational institutions are allotting more time and resources toward enhancing the soft skills of students.In the corporate segment, soft skills are an integral part of non-technical training expenditure. However, one of the challenges that the companies face while providing soft skills training is the need for simultaneous teaching to a large learner base. Soft skills training requires face-to-face interaction; therefore, these trainings were restricted to selective employees within the middle and senior management ofan organization. However, the evolution of technology solutions such as virtual learning platforms and learning management systems (LMS) has enabled companies to overcome this challenge and train a larger section of the workforce with the available limited time and resources.
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全球深度学习系统市场报告(2016-2020年)
Deep learning is the subset of machine learning and a method of training a system by
itself. Machine learning is a software or technique that improves the performance of the
system over time when determined against a specified task. It stems from artificial
neural networks (ANNs). A neural network is a massively parallel distributed mainframe
made up of simple processing units and has a natural tendency for storing observed
knowledge and making it available to the user. The following diagram shows the
subsets AI to provide a clear picture of the relationship between deep learning and
machine learning.