Specialized training channel. As Mosulén defends, “recently we have seen a professionalization of e-learning as a form of education, with content specifically designed for online teaching, with a more direct, more visual, more careful language and higher quality.”
Mobility. The possibility of learning from any site and support is improved: iPad, iPhone, tablets, smartphones. It’s mobile learning or m-learning. As Luis Lombardero, Director General of Bureau Veritas Business School explains, “60% of Internet access is already via mobile phones.” However, this trend leaves out a lot of content, such as that based on Flash-like programs.
Ubiquity. Technological evolution and uses associated with Web 2.0 place emphasis on connectivity, ubiquity and u-learning.
conviviality. It’s social learning or s-learning. “It’s a question of adapting what is taking hold among Internet users and integrating it into the teaching methodology, particularly with regard to social networks,” says Jordi Assens, Director of Eada’s General Management Program. José Luis Fernández defends it clearly: “Today we are talking about social learning, collaborative learning. For this reason, the great challenge of e-learning is to create communities of practice in which teachers are facilitators who transform internet information into knowledge and learning”.
More virtual presence. It’s one more step than the previous one. It is about looking for elements that facilitate virtual contact between the student and the teacher and between students. Through video conferencing, virtual classes, webinars, integrated chats, webcasts, live presentations for students to engage… Paris de L’Etaz, vice dean for blended programs at IE Business School, speaks in the same vein: “The The trend is towards creating efficient and productive work platforms, the so-called blackboard, where teachers and students meet”.
Blended: More than pure e-learning, the trend is more towards blended learning, which combines a large part online with a small face-to-face part.
More media. Integration of multimedia elements, simulations, videos, sensitive maps, interactive graphics.
virtual games. Another step along the path of this multimedia integration presupposes the appearance of the so-called serious games: avatars, virtual worlds like Second Life that try to recreate real situations in which the student has to make decisions.
open content. “The evolution of all training environments towards a cloud computing perspective will create new possibilities for the design of training environments and encourage participation in learning projects,” emphasizes San Vicente.

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