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Market Research Report

Massive Open Online Course (MOOC) 2016 - 2020

Published by Mind Commerce Product code 352626
Published Content info 102 Pages
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Massive Open Online Course (MOOC) 2016 - 2020
Published: February 19, 2016 Content info: 102 Pages
Description

Massive Open Online Courses (MOOC) represents a distance-based approach to eLearning wherein many students may participate in a highly collaborative and interactive fashion. Course contents are distributed using web platform under a per-course or subscription model. The unique feature/functionality of MOOC is mass participation, social collaborations, interactive forums, and open-ended outcomes.

There are a few key market factors to consider with MOOC including low cost certification, leveraging various technologies (data everywhere, smartphone, tablet and wearable device proliferation, flexible learning experience, etc.), costs reduction for corporate training, and others. Arguably, one of the main growth drivers of today's MOOC industry is cost reduction for Learning and Development (L&D) programs at major corporations. Important to the ICT ecosystem, MOOC adoption is contributing to development and adoption of various technologies and solutions including Big Data, Analytics, Gamification, and Cloud.

This research provides an assessment of overall MOOC trends, sub-sectors, and impact on diverse industries. The report analyzes the global MOOC market opportunity and forecasts overall revenue as well as SaaS providers, independent student's course subscription, consulting revenue and corporate licensing. Regional projections include North America, Latin America, APAC, Europe, Middle East, and Africa.

Target Audience:

  • MOOC companies
  • Gamification companies
  • Executives and IT leaders
  • LMS and eLearning providers
  • Consumer electronics companies
  • Telecom and ICT solution providers
  • Corporate training service providers
  • Enterprise L&D executives and managers
Table of Contents

Table of Contents

1.0 EXECUTIVE SUMMARY

2.0 INTRODUCTION

  • 2.1 WHAT IS MOOC?
  • 2.2 FEATURES OF MOOC
  • 2.3 HISTORICAL DEVELOPMENT OF MOOC
  • 2.4 E-LEARNING VS. MOOC
  • 2.5 ONLINE COURSE VS. MOOC
  • 2.6 DISTANCE EDUCATION VS. MOOC
  • 2.7 CROWDSOURCED EDUCATION VS. MOOC
  • 2.8 COURSE AGGREGATOR OR COURSE DIRECTORIES
  • 2.9 VIDEO VS. NON-VIDEO MOOC
  • 2.10 CMOOC AND XMOOC
  • 2.11 COMMON FACTORS AMONG CMOOC AND XMOOC

3.0 MOOC MARKET TREND AND GROWTH DRIVER

  • 3.1 HIGHER EDUCATION MARKETPLACE
  • 3.2 GROWTH OF DEMAND OF DISTANCE LEARNING AS A WHOLE
  • 3.3 CORPORATE LEARNING AND TRAINING
  • 3.4 K-12 LEVEL EDUCATION
  • 3.5 SELF-PACED LEARNING
  • 3.6 FILLING THE DIGITAL GAP
  • 3.7 MOOC GRADUATE DEGREE
  • 3.8 OPEN SOURCE SOFTWARE
  • 3.9 CREDENTIAL ACADEMIC CURRENCY
  • 3.10 RECRUITMENT TOOLS

4.0 MOOC MARKET CHALLENGES AND LIMITATIONS

5.0 MOOC MARKET DEVELOPMENT AND SUCCESS FACTORS

  • 5.1 BUSINESS MODEL
  • 5.2 MEASURING SUCCESS
  • 5.3 TEACHING THE TEACHERS
  • 5.4 DEVELOPING MOOC
  • 5.5 MOTIVATING FACULTY
  • 5.6 AUGMENTED MOOC
    • 5.6.1 VOICE ACTIVATED PATTERN
    • 5.6.2 USING QR CODES
    • 5.6.3 USING RFID
  • 5.7 MOOC CREDENTIAL

6.0 CORPORATE MOOC

  • 6.1 E-LEARNING INDUSTRY OVERVIEW
    • 6.1.1 GROWTH RATE
    • 6.1.2 MATURE VS. NON-MATURE MARKET
    • 6.1.3 PER EMPLOYEE TRAINING EXPENSES
    • 6.1.4 GROWTH FACTORS
    • 6.1.5 ADOPTION TREND IN DIVERSE AREAS
  • 6.2 IMPACT OF CORPORATE MOOC ON E-LEARNING INDUSTRY
  • 6.3 MOOC ELEMENTS FOR CORPORATE LEARNING & DEVELOPMENT
  • 6.4 BENEFITS OF MOOC FOR ORGANIZATION
  • 6.5 IMPACT ON WORKPLACE ENVIRONMENT
  • 6.6 FREE CORPORATE MOOC FOR TRAINING
  • 6.7 THE UGLY FACE OF MOOC
  • 6.8 INDEPENDENT BUSINESS OPPORTUNITIES AROUND MOOC
  • 6.9 MOOC ALLIANCE WITH COMPANY

7.0 GAMIFICATION AND MOOC

  • 7.1 WHAT IS GAMIFICATION IN MOOC
  • 7.2 LEARNING GAME VS. GAMIFICATION
  • 7.3 INFLUENCE OF GAMIFICATION IN MOOC
  • 7.4 SCIENCE IN GAMIFICATION IN MOOC
  • 7.5 BENEFITS OF GAMIFICATION IN MOOC
  • 7.6 DESIGNING GAMIFICATION FOR MOOC
    • 7.6.1 GAME ELEMENTS FOR INSTRUCTIONAL DESIGN
    • 7.6.2 ROLE OF CREATIVE DESIGN
    • 7.6.3 FORMATIVE FEEDBACK LOOP
    • 7.6.4 FAVORITE VS. LESS FAVORITE GAMIFICATION TECHNIQUES
    • 7.6.5 GAMIFY MOOC COURSE
    • 7.6.6 GAMIFY MOOC DEVELOPMENT FOR CONTENT CREATORS
    • 7.6.7 MAKE LEARNER EVANGELIST
    • 7.6.8 EXPECTED OUTCOME FROM LEARNERS

8.0 BIG DATA ANALYTICS, CLOUD AND MOOC

  • 8.1 WHAT IS BIG DATA IN MOOC?
  • 8.2 SAAS CLOUD AND BIG DATA
  • 8.3 MOOC IN BIG DATA ECOSYSTEM
  • 8.4 BIG DATA IMPLICATION TO BUSINESS
  • 8.5 BIG DATA IMPLEMENTATION MODEL
  • 8.6 BIG DATA PURPOSE

9.0 MOOC CERTIFICATE ANALYSIS

  • 9.1 FREE CERTIFICATE
  • 9.2 PAID VERIFIED CERTIFICATE

10.0 MOOC MARKET FORCES: A COMPREHENSIVE ANALYSIS 55

  • 10.1 MOOC LEAD BY ELITE UNIVERSITIES
  • 10.2 HIGH COST INVOLVEMENT BUT SCALABLE
  • 10.3 WHERE IS THE RISK?
  • 10.4 LONG-TERM IMPACT
  • 10.5 SOCIAL TECHNOLOGIES
  • 10.6 KEY FUNDAMENTAL DIFFERENCES
  • 10.7 IMPACT ON HIGHER EDUCATION
  • 10.8 THREATS TO INCUMBENTS
  • 10.9 CHANGING FACULTY ROLES
  • 10.10 REAL-TIME OUTCOME DATA AND PREDICTIVE ANALYTICS

11.0 SOCIAL AND USER FACTORS

  • 11.1 SELF-JUDGMENT
  • 11.2 COURSE SELECTION
  • 11.3 SOCIETAL CHANGE
  • 11.4 SOLVING PROBLEM
  • 11.5 ENHANCE TRADITIONAL EDUCATION
  • 11.6 PROFILE OF DIGITAL LEARNERS
  • 11.7 PROS VS. CONS

12.0 SMAC CONVERGENCE AND MOOC INDUSTRY

  • 12.1 SMAC CONVERGENCE IN MOOC INDUSTRY
  • 12.2 THE SYNERGIC IMPACT ON INDUSTRY VERTICAL INCLUDING EDUCATION
  • 12.3 ROLE TO BUSINESS INNOVATION

13.0 MOOC MARKET PROJECTIONS

  • 13.1 MOOC MARKET REVENUE PROJECTIONS
    • 13.1.1 GLOBAL MOOC MARKET REVENUE 2016 - 2020
    • 13.1.2 GLOBAL MOOC REVENUE BY SOURCES 2016 - 2020
    • 13.1.3 GLOBAL MOOC REVENUE BY CONSUMPTION PLATFORM 2016 - 2020
    • 13.1.4 GAMIFICATION SAAS MARKET REVENUE IN MOOC 2016 - 2020
    • 13.1.5 STUDENT SUBSCRIPTION/PAYMENT REVENUE BY EDUCATION LEVEL 2016 - 2020
    • 13.1.6 CORPORATE TRAINING / SPONSORSHIP REVENUE BY PAYMENT CATEGORY 2016 - 2020
    • 13.1.7 XMOOC VS. CMOOC REVENUE $ BILLION 2016 - 2020
    • 13.1.8 MOOC REGIONAL MARKET REVENUE 2016 - 2020
  • 13.2 MOOC STUDENT PROJECTIONS
    • 13.2.1 GLOBAL MOOC ENROLLMENT NUMBERS 2016 - 2020
    • 13.2.2 GLOBAL MOOC ACTIVE STUDENT 2016 - 2020
    • 13.2.3 GLOBAL MOOC ACTIVE STUDENTS BY XMOOC AND CMOOC 2016 - 2020
    • 13.2.4 REGIONAL MOOC ACTIVE STUDENTS IN MILLION 2016 - 2020
  • 13.3 MOOC DEMOGRAPHIC ANALYSIS
    • 13.3.1 WORKING VS. NON-WORKING STUDENT RATIO 2016
    • 13.3.2 MOOC GENDER RATIO 2016
    • 13.3.3 MOOC STUDENT RATIO BY COLLEGE VS. CORPORATE 2016 - 2020
    • 13.3.4 GLOBAL RATIO OF COLLEGE STUDENT PARTICIPATION IN MOOC 2016 - 2020
    • 13.3.5 MOOC STUDENT RATIO BY CONSUMPTION PLATFORM 2016 - 2020
    • 13.3.6 AVERAGE AGE OF MOOC VS. TRADITIONAL E-LEARNING STUDENT 2016
    • 13.3.7 MOOC COURSE COMPLETION VS. NON-COMPLETION RATIO 2016 -2020
    • 13.3.8 MOOC COURSE DROPOUT STAGES 2016
    • 13.3.9 M-LEARNING CONSUMPTION TIME 2016
    • 13.3.10 PROPENSITY TO COMPLETE MULTIPLE COURSES FROM SINGLE PLATFORM VS. MULTIPLE PLATFORMS 2016 - 2020
  • 13.4 CORPORATE MOOC ANALYSIS
    • 13.4.1 CORPORATE MOOC PREFERENCE 2016
    • 13.4.2 IMPACT OF MOOC VS. TRADITIONAL TRAINING ON PERCENT OF REVENUE INCREASE PER EMPLOYEE 2016
    • 13.4.3 IMPACT OF MOOC ON COST STRUCTURE 2016
    • 13.4.4 BENEFITS OF MOOC TRAINING ON COMPANY AS A WHOLE

14.0 REGIONAL MOOC MARKET ANALYSIS

  • 14.1 NORTH AMERICA
  • 14.2 LATIN AMERICA
  • 14.3 EUROPE
  • 14.4 ASIA PACIFIC
  • 14.5 MIDDLE EAST
  • 14.6 AFRICA

15.0 VENTURE CAPITAL IN E-LEARNING

16.0 MOOC VENDOR ANALYSIS

  • 16.1 CODECADEMY
  • 16.2 COURSERA
  • 16.3 EDX
  • 16.4 FUTURELEARN
  • 16.5 APPLE WITH ITUNES U
  • 16.6 MOOC2DEGREE
  • 16.7 SAYLOR ACADEMY
  • 16.8 2U
  • 16.9 STRAIGHTERLINE
  • 16.10 UDACITY
  • 16.11 UDEMY
  • 16.12 CENGAGE LEARNING
  • 16.13 DEGREED
  • 16.14 STUDY.COM
  • 16.15 ELSEVIER EDUCATION
  • 16.16 EMBANET-COMPASS, LLC
  • 16.17 INSTRUCTURE INC.
  • 16.18 KHAN ACADEMY
  • 16.19 LYNDA.COM
  • 16.20 PIAZZA TECHNOLOGIES, INC.
  • 16.21 PROCTORU INC.
  • 16.22 SMARTTHINKING INC.
  • 16.23 IVERSITY.ORG
  • 16.24 NOVOED
  • 16.25 PEER 2 PEER UNIVERSITY
  • 16.26 PIER
  • 16.27 VEDUCA
  • 16.28 COURSETALK
  • 16.29 MOODLE

17.0 CONCLUSIONS AND RECOMMENDATIONS

  • 17.1 RECOMMENDATION FOR CONTENT AND SOLUTION PROVIDER
    • 17.1.1 NEW SALES OPPORTUNITY
    • 17.1.2 COURSE CREATION AND OTHER SERVICES
    • 17.1.3 OFFERING PEDAGOGICAL SUPPORT
    • 17.1.4 ANALYTICS TOOLS

Figures

  • Figure 1: Stages of MOOC Evolution
  • Figure 2: Levels of Conversation in Different Stages of MOOC
  • Figure 3: Comparison of Features of Course Directories
  • Figure 4 Percentage of Global Education Expenditure in Sectors 2014
  • Figure 5: Corporate E-learning Growth Rates by Product
  • Figure 6: Factors Contributed to Shift to Corporate E-Learning
  • Figure 7: Corporate Online Training Modality Trend
  • Figure 8: Students Persistent in One MOOC: A Real Life Example
  • Figure 9: Big Data Framework
  • Figure 10: Three Vs of Analytics: Description vs. Attributes vs. Driver
  • Figure 11: Reduction of Data Storage Costs with Big Data and Cloud 2005 - 2016
  • Figure 12: Big Data Implementation Cycle
  • Figure 13: Purpose of Big Data Use
  • Figure 14: Free Certificate Providers of MOOC
  • Figure 15: Paid Verified Certificate Providers of MOOC
  • Figure 16: MOOC Model and Factors
  • Figure 17: Common vs. Rare Social Technologies in MOOC
  • Figure 18: Differences between Key Three MOOC Providers
  • Figure 19: Potential Impact of MOOC on Higher Education
  • Figure 20: How MOOC Threats to Incumbents
  • Figure 21: Changing Role of Faculty
  • Figure 22: Open Learning Dashboard Example for Predictive Analytics
  • Figure 23: Global MOOC Market Revenue $ Billion 2016 - 2020
  • Figure 24: Global MOOC Revenue xMOOC vs. cMOOC $ Billion 2016 - 2020
  • Figure 25: Global MOOC Enrollment Numbers in Millions 2016 - 2020
  • Figure 26: Global MOOC Active Student Number in Million 2016 - 2020
  • Figure 27: Working vs. Non-Working Student Ratio 2016
  • Figure 28: MOOC Student Ratio by Male vs. Female 2016
  • Figure 29: MOOC Student Ratio by College vs. Corporate 2016 - 2020
  • Figure 30: Ratio of Global College Student Participation in MOOC 2016 - 2020
  • Figure 31: MOOC Student Ratio by Mobile vs. Computer Platform 2016 - 2020
  • Figure 32: Average Age of MOOC Student vs. Traditional E-learning Student 2016
  • Figure 33: MOOC Completion vs. Non-Completion after Enrollment 2016 - 2020
  • Figure 34: MOOC Course Dropout Stages 2016
  • Figure 35: M-Learning Consumption Time 2016
  • Figure 36: Course Completion Multiple vs. Single Platform 2016 - 2020
  • Figure 37: Percentage of Corporate Prefer MOOC 2016
  • Figure 38: Impact of MOOC vs. Traditional Training 2016
  • Figure 39: Hot Markets in Latin America
  • Figure 40: Education Revenue of Big Players
  • Figure 41: Global Education M&A Activity
  • Figure 42: Top Ten M&A Transaction in E-learning
  • Figure 43: E-learning Fund Raising in US and Europe 2013-2014
  • Figure 44: Business Model of Coursera

Tables

  • Table 1: Difference between Learning Game and Gamification
  • Table 2: Favorite vs. Less Favorite Gamify Techniques
  • Table 3: MOOC Pros and Cons
  • Table 4: Global MOOC Revenue by Sources $ Billion 2016 - 2020
  • Table 5: Global MOOC Revenue by Consumption Platform $ Billion 2016 - 2020
  • Table 6: Global Gamification SaaS Market Revenue in MOOC $ Billion 2016 - 2020
  • Table 7: Global MOOC Student Subs/Payment Rev by Edu Level 2016 - 2020
  • Table 8: Global MOOC Corp Training/Sponsors Rev by Pay Category 2016 - 2020
  • Table 9: MOOC Regional Market Revenue by North America, Europe, APAC, ME & Africa, and Latin America $ Million 2016 - 2020
  • Table 10: Global MOOC Students by xMOOC and cMOOC in Million 2016 - 2020
  • Table 11: MOOC Active Students in North America, Europe, APAC, ME & Africa, and Latin America in Million 2016 - 2020
  • Table 12: Impact of MOOC on Cost Structure 2016
  • Table 13: Benefits of MOOC Training by Category 2016 - 2020
  • Table 14: Major MOOC Fund Raising
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