e-Learning inflection point

e-Learning, and education in general, appears to have reached a pivotal moment. With the rapid evolution of technology – a plethora of new tools, applications and theories are reshaping the learning landscape. AR/VR/XR, Artificial Intelligence, Gamification, Game-based learning, microlearning, and interactive videos, just to name a few. While some may prove to be passing trends, others are poised to become mainstream.

Each have their proponents and interestingly, these tools seem to be used in parallel rather than in synergy. To gain insight into the preferences of instructional designers, we conducted a LinkedIn poll with a specific question:

A quick poll about learning tools, what would you ideally like to use or add to your portfolio to create your learning content? Choose between the use of artificial intelligence, tools such as Articulate360 and others of the kind, existing board or videogames or design your own games with or without the use of professional tools and finally integrating game techniques and mechanics into your learning content.

LinkedIn Poll
With 95 responses from diverse instructional designers, primarily from the USA (48%) and India, we aimed to understand the designer’s perspective. The results indicated a clear trend. Articulate360 emerged as the leader with 48%, showcasing its strong brand presence. Gamification secured laboriously the second spot, while Artificial Intelligence and Game-based learning showed similar levels of interest. Notably, Microlearning wasn’t included due to LinkedIn poll limitations and which was explicitly included in Gamification.
Articulate360’s prominence aligns with its widespread advertising on LinkedIn. However, the real intrigue lies in the budding interest around AI. Companies like Microsoft/LinkedIn are actively promoting AI for training, hinting at a potential market shift.


The primary goal of this survey was to gauge the industry landscape from a designer’s viewpoint. Two subsequent surveys aimed at learning & Development managers and team managers will be conducted to draw comparisons.

The focus was on understanding what the target audience desires to learn, as opposed to what they perceive as the most effective training tool. It’s important to note that respondents may not have meticulously read the content, so the results may not necessarily represent the “best way” to teach and learn.

While there appears to be a Fear of Missing Out (FOMO) around AI, only 16% of instructional designers expressed interest in learning how to use AI for training. This suggests a potential surge in AI-related advertisements and new experts entering the field to increase this number. Conversely, we might witness an influx of rudimentary training materials employing AI-generated content, crafted by novice prompt engineers lacking substantial expertise.

Gamification and Game-based learning may be trailing because they usually require substantial development, especially in the case of GBL. Creating a gamification module or a serious game is perceived as more complex and often requires external assistance, which instructional designers might find challenging in terms of time and resources.

However, it’s essential to note that these different techniques can complement each other or be used together. At Beyönd, we’ve integrated social learning games with AI-generated content and Articulate360 modules, all while gamifying an external LMS on WordPress (not limited to it).
With the rise of AI and user-friendly gamification and GBL tools, the question arises: will instructional designers remain focused on only one pillar, or is a more integrated approach the future?

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