The 7 megatrends for corporate education in 2019

Have you started the strategic planning of corporate education for 2019? Regardless of your answer, we have a valuable tip for you to be ahead of anyone else: get to know the 7 megatrends for corporate education in the newest ebook produced by DOT, a reference company at EdTech in Brazil.

A spoiler of what you will find in the ebook: The Megatrend in Corporate Education #1 is Gamification

Gamification is indicated as the # 1 technology that HR and education professionals want to adopt by 2020, which proves how this trend has everything to win your company.

The purpose of this ebook is that you can, in fact, imagine and create education projects with greater effectiveness, engagement and results for your business.

Want to know every detail and delve into the megatrends in corporate education for 2019? Click on the image below and download the ebook.

tendências em educação corporativa


Get Content!

Sign up and receive exclusive content produced by DOT.

(Português) DOT leva cases de sucesso para congresso brasileiro de treinamento corporativo

Sorry, this entry is only available in European Portuguese.

Get Content!

Sign up and receive exclusive content produced by DOT.

Get to know Pronto! – gamified distance learning, App and Web versions!

The mobile era is already consolidated and smartphones and tablets are the axis for corporate training and capacitation. Thinking about market dynamism and learning agility, DOT has developed DOT Digital Learning (DDL), a platform that has the app and web versions, with the function of structuring the educational material for educational processes and distance learning.

Unlike a more robust LMS, DOT Digital Learning (DDL) is fully connected to the microlearning strategy, and offers: a) mobile first (69% of users in Brazil, in 2016, accessed the internet by smartphone); b) flexibility for creation and consumption; and c) better adaptation to student interests and activities.

Of course, the DDL is aligned with gamification, type of approach approved in several industries and already mature in training and capacitation procedures. Gamification integrates with distance education by bringing engagement techniques that are massively validated in the gaming industry.

To learn more about DDL, check out the words of DOT digital group CEO Luiz Alberto Ferla.


What is the great differential of the DDL?

Ferla – Being a platform primarily thought for mobile devices, an alternative to LMSs, which can receive dynamic content without being limited to rigid curricular structures, instead allows flexible adaptations and rules.

It needs to be this way because times have changed and new approaches to distance learning are required, such as microlearning, whereby people prefer to learn in small daily “pills” of knowledge when they have a few free minutes.


The DDL is lean:

It provides learning objects that are integrated by the students themselves as the demands and interests of these students appear, but within a program with learning objectives.


What kind of contents are suitable for the DDL?

Ferla – Short and relevant contents, structured from a microlearning strategy, which provides quick and just-in-time information to the extent of student’s needs and doubts. As for the format, the DDL includes videos, podcasts, infographics, ebooks, forums, quizzes and various forms of games, downloadable files, among others that can be used to give life to diverse contents in the same educational experience.

What is Gamification’s role in DDL?

Ferla – Adding game elements to a platform – and that does not mean turning it into a game – is an excellent strategy for engaging students with their purposes.

Gamification provides extra incentive for content consumption in the medium and long term. Not every solution developed for the DDL needs to be gamified, but anyone who decides to join this strategy gains an extra layer of engagement.





Get Content!

Sign up and receive exclusive content produced by DOT.