- The global self-paced e-learning market is in a period of decline, according to The 2016-2021 Worldwide Self-paced eLearning Market survey conducted by Ambient Insight Research in Washington DC, Richard Chang, associate editor of THE Journal writes.
- The survey advises that the self-paced e-learning product market is declining around the world by 6.4% CAGR, and by the year 2021, revenues will drop to $33.4 billion (a decline of $13.5 billion). Currently, the US and China are the biggest markets for self-paced e-learning.
- Chang also advises that the report shows a rapid increase (15%) in self-paced learning in countries in Asia and Africa, led by Myanmar and Mongolia, which can be attributed to advanced technology and mobile devices reaching these areas.
It is expected that sooner or later the US and other large nations will experience a saturation in some areas of e-learning. This could be happening now, based on the survey mentioned.
Interestingly enough, while the self-paced learning trend may be slowing down and declining, the gaming trend in e-learning is still taking off. Consider the craze of Pokeman Go that recently demonstrated the popularity of gaming in learning. Ambient Insight Research released a report that advises that game-based learning products are projected to grow by as much as 22.4% over the next five years and be worth around $7.3 billion by 2021. Using this information, companies may want to invest in adding more gaming components to their current workforce training efforts and shift away from modules offering solely self-paced learning programs.