April 25, 2024

Top eLearning Trends for 2022

E-learning has come a long way since Donald Bitzer, a laboratory assistant at the University of Illinois, created the first e-learning system in 1960. This system, known as PLATO, featured innovative networking capabilities that made it the leader in e-learning. By 1986, a quarter of high schools were using computers for college and career guidance. The first online university opened in 1999, and online courses became widely available shortly thereafter. By 2020, nine out of 10 corporations used online e-learning.

The use of e-learning skyrocketed during the pandemic, as social distancing and closures caused workers and students to learn remotely. E-learning will likely change drastically over the course of the next year and in the near future.

Artificial intelligence

Artificial intelligence (AI) has been big news for years. We already use AI for everything from digital assistants, voice recognition software, and even self-driving cars. Machine learning, a technology that allows machines to learn from data, will likely lead e-learning into new territory. Using machine learning, AI will make e-learning better at predicting how each user will behave. AI is already excelling at interpreting data, generating reports, and making recommendations, and AI will continue getting better at identifying the key information learners will need to master.

It has become increasingly clear that we all learn differently – some of us are primarily visual or auditory learners, for example, while others learn better by doing. Most of us do best with a mixture of learning styles. The AI of the near future will provide a more holistic, empathy-driven and personalized learning experience, one that shapes itself to each of our personal learning styles.

Virtual training

The pandemic has introduced the hybrid working model, in which employees split their time between the home and office. The pandemic has also revolutionized how remote workers learn new skills – virtual training has become the new norm among these employees.

Virtual training provides a number of benefits that will keep it at the forefront of technology trends. It can help connect people in different geographic locations, for example, and can offer an effective and engaging interactive experience in the form of apps and games. Virtual training also provides tangible results for both employers and workers through polls and quizzes.

Immersive technologies

Immersive learning is an approach that uses technology to immerse the user in simulated real-world scenarios. Immersive technologies include augmented reality (AR), virtual reality (VR), and extended reality (XR), which create an artificially generated space that is costly, difficult, or even impossible to create in reality. This approach promotes personalized learning in a safe environment. It virtually eliminates any gap between theory and practical applications to give students a deeper learning experience. It is also highly accessible to students and can be monitored by instructors.

Using immersive technologies, students can:

  • Go on a virtual field trip
  • Bring science to life
  • Recreate real-life structures
  • Create fictional spaces

Game-based learning

Game-based learning is quickly becoming a pillar of e-learning. Making a game of learning, or gamification, engages and motivates users in exciting new ways. In fact, a recent survey found that 83 percent of employees are more motivated to perform their jobs after undergoing gamified training, and that 49 percent get bored with their non-gamified training.

Microlearning

Microlearning will be big in 2022, as learners want to absorb specific subjects very quickly and effectively. In microlearning, lessons are provided in bite-sized chunks; learning sessions typically last from one to 10 minutes. These smaller bits of information are easy to remember and recall. Breaking up large amounts of information into smaller pieces also allows students to learn and progress at their own pace.

Microlearning will become increasingly popular with workers and employers too. Every minute counts for employees when it comes to professional development. According to Deloitte, employees can devote only 1 percent of a typical work week to professional development and learning. That works out to only about 24 minutes a week or 4.8 minutes a day. Microlearning may be the only way for employees to gain the information they need to stay on top of their professional game.

Video-based learning

Video-based learning is any learning experience in which the audience acquires skills and gains knowledge via video. Using videos for learning is highly popular, with 69 percent of respondents to a recent survey saying they would rather learn a new skill by watching a video than through a written document. Kids respond especially well to animated videos.

Wowee World is one of the best video-based e-learning tools for kids. The animated videos, such as Joey’s Animal Kingdom, help children learn about animals. Each show focuses on a specific topic, including science, history, culture, sports and food/nutrition. Wowee World takes video-based learning a step further by also offering live quizzes, games, and more.

E-learning will likely expand rapidly during 2022 and beyond, as students, teachers, workers, and employers experience the benefits of electronic learning, even after the pandemic has ended.

ABOUT FRANK MAGLIOCHETTI

Frank Magliochetti owes his professional success to his expertise in two areas: medicine and finance. After obtaining a BS in pharmacy from Northeastern University, he stayed on to enroll in the Masters of Toxicology program. He later specialized in corporate finance, receiving an MBA from The Sawyer School of Business at Suffolk University. His educational background includes completion of the Advanced Management Program at Harvard Business School and the General Management Program at Stanford Business School. Frank Magliochetti has held senior positions at Baxter International, Kontron Instruments, Haemonetics Corporation, and Sandoz. Since 2000, he has been a managing partner at Parcae Capital, where he focuses on financial restructuring and interim management services for companies in the healthcare, media, and alternative energy industries. Last year, he was appointed chairman of the board at Grace Health Technology, a company providing an enterprise solution for the laboratory environment.

Frank is the CEO of ClickStream, ClickStream’s business operations are focused on the development and implementation of apps that disrupt such as WinQuik™, a free to play synchronized mobile app and digital gaming platform. The platform is designed to enable WinQuik™ users to have fun, interact and compete against each other in order to win real money and prizes. Twitter at @ClickstreamC  @WinQuikAppNifter™, a music NFT marketplace that allows recording artists to create and sell limited edition authenticated NFTs, and their ever expanding foreign language exchange social learning app  @HeyPalApp. ClickStream is also entering the E-Learning market with Joey’s Animal Kingdom- please visit them online at wowee.world

Frank was appointed Chairman and Chief Executive Officer at Designer Genomics International, Inc. The Company has accumulated a growing body of evidence that highlights a link between alterations in the immune and inflammatory systems and the development of chronic human disease. The Company is visionary and has established itself as a leader in the field of inflammatory and immune genetic DNA and RNA biomarkers that play a causative role in debilitating conditions, such as atherosclerosis/heart disease, diabetes, arthritis, inflammatory bowel disease, post-traumatic stress disorders (PTSD) and cancer.
A proprietary state-of-the art data mining bioinformatics program, called ‘cluster analysis’ will be used to measure disease development susceptibility with potential for earlier diagnosis and intervention. The company is developing a healthcare program based on its proprietary genetic panels that will allow people to be their own healthcare advocate and take an active role in their health status as well as longevity.
Frank is a highly sought after multifaceted senior C level executive.

SOURCES

https://financesonline.com/gamification-statistics/

https://www2.deloitte.com/content/dam/Deloitte/global/Documents/HumanCapital/gx-cons-hc-learning-solutions-placemat.pdf

https://www.globenewswire.com/news-release/2019/12/03/1955580/0/en/Employees-Prefer-Video-for-Learning.html

The Future of E-Learning

E- Learning – What does the Future Hold

While it has been around for years, e-learning came into its own during the pandemic, when COVID made it too dangerous for teachers and students to gather in traditional classrooms. Many people wonder what place e-learning will have in education in the years to come.

E-learning, also known as eLearning, is an umbrella term for any type of learning activity that uses electronics to enhance the learning environment. A number of technologies fall under the e-learning canopy; these technologies include interactive whiteboards, online classes, and audio and video conferencing.

The pandemic forever shaped e-learning. Many students (and their teachers and parents) had never even heard of e-learning before 2020, but are now proficient at using electronic devices to optimize the education experience. In a recent survey, in fact, 73 percent of higher education students said they would prefer to take at least some of their courses fully online following the pandemic. But what might that learning experience look like?

What E-learning Might Look Like in the Future

Students may someday “plug into” an electronic device to learn a skill, somewhat like in The Matrix, when Neo straps on an assortment of electrodes that allow him to download a martial arts training program directly into his brain. He awakens and delivers the now-famous line, “I know Kung Fu.”

Tomorrow’s students may learn using an advanced form of fMRI, for example, an imaging technology that allows researchers to see which portions of the brain are active during various tasks. Conceivably, one could someday use an fMRI to record and upload the brain activity of an expert performing a specific task; a student could then download that activity to their brain and instantly understand how to perform that task.

Admittedly, we are quite a long way from having the ability to download knowledge, but researchers are already investigating the potential for fMRI in education. Until then, e-learning will likely augment traditional methods of education.

Heavy on adaptive learning

Every student learns in their own unique way, so tomorrow’s learning platforms will adapt themselves to the learner. Complex algorithms and assessments help guide the tailor-made coursework, rather than relying on the determination of teachers who may have subconscious biases about the capabilities of students.

A more social approach to learning

Mention e-learning and the image that often comes to mind is of a lone student staring at the computer in solitude, but tomorrow’s e-learning will involve plenty of social interaction and collaboration in the form of online forums, file-sharing platforms, and classroom-wide chatrooms. As social learning applications grow and develop, they will likely become the backbone of tomorrow’s classroom.

Exciting for visual learners

People learn in different ways. Some are audio learners that gain most of their information by listening, while others are kinesthetic learners who benefit from hands-on experiences. Many video learners, which means they gain most of their information through visual experiences. Traditional learning benefits audio learners, who excel in the standard lecture/note taking format of today’s classroom. E-learning provides a heavy helping of video-based lectures, instructional videos, and advanced graphics and more.

Personalized

Artificial intelligence (AI), once regarded as the sinister driving force behind HAL 9000 and the Y2K conspiracy theories, is now emerging as an important tool in e-learning. AI can drive adaptive learning, guide students through courses depending on the students’ past learning behaviors, predict and address challenges individual students may face long before the learner falls behind, and even provide on-the-fly course modification and personalization.

Easier to digest

Large, multi-phase learning projects can be mind-numbing, even for the most agile of learners. Breaking lengthy lessons into smaller bits can make it easier to absorb and retain information. Microlearning chops up larger lessons into shorter segments.

More fun and engaging

Learning is always easier when it is fun. Gamification is the art of making learning seem more like a game. Tomorrow’s advanced graphic capabilities, along with ultra-high-speed internet, will combine fast-paced action with advanced learning methods in ways that encourages students to learn, practice, and apply what they have learned to other lessons.

Learning from anywhere with mobile learning

The computers of the late 20th century were woefully inadequate when it came to learning – slow internet speeds, lack of memory, and boring graphics impeded learning. Today, we have a wider variety of electronic devices that range from lightning-fast desktop computers to super slim laptops and even smart phones. Undoubtedly, tomorrow’s students will have an even wider array of devices to use for mobile learning.

Immersion learning with virtual and augmented reality

Blackboards and books are yesterday’s news! Tomorrow’s learners will fully immerse themselves into every subject. Imagine talking to historical figures in a virtual reality setting rather than just reading about them!

In just a few short years, e-learning will likely be quite different from what it is today. Whether it will completely replace classroom learning remains to be seen, but it seems increasingly likely. Once seen as futuristic, e-learning is here to stay.

ABOUT FRANK MAGLIOCHETTI

Frank Magliochetti owes his professional success to his expertise in two areas: medicine and finance. After obtaining a BS in pharmacy from Northeastern University, he stayed on to enroll in the Masters of Toxicology program. He later specialized in corporate finance, receiving an MBA from The Sawyer School of Business at Suffolk University. His educational background includes completion of the Advanced Management Program at Harvard Business School and the General Management Program at Stanford Business School. Frank Magliochetti has held senior positions at Baxter International, Kontron Instruments, Haemonetics Corporation, and Sandoz. Since 2000, he has been a managing partner at Parcae Capital, where he focuses on financial restructuring and interim management services for companies in the healthcare, media, and alternative energy industries. Last year, he was appointed chairman of the board at Grace Health Technology, a company providing an enterprise solution for the laboratory environment.

Frank is the CEO of ClickStream, ClickStream’s business operations are focused on the development and implementation of apps that disrupt such as WinQuik™, a free to play synchronized mobile app and digital gaming platform. The platform is designed to enable WinQuik™ users to have fun, interact and compete against each other in order to win real money and prizes. Twitter at @ClickstreamC  @WinQuikAppNifter™, a music NFT marketplace that allows recording artists to create and sell limited edition authenticated NFTs, and their ever expanding foreign language exchange social learning app  @HeyPalApp. ClickStream is also entering the E-Learning market with Joey’s Animal Kingdom- please visit them online at wowee.world

Frank was appointed Chairman and Chief Executive Officer at Designer Genomics International, Inc. The Company has accumulated a growing body of evidence that highlights a link between alterations in the immune and inflammatory systems and the development of chronic human disease. The Company is visionary and has established itself as a leader in the field of inflammatory and immune genetic DNA and RNA biomarkers that play a causative role in debilitating conditions, such as atherosclerosis/heart disease, diabetes, arthritis, inflammatory bowel disease, post-traumatic stress disorders (PTSD) and cancer.
A proprietary state-of-the art data mining bioinformatics program, called ‘cluster analysis’ will be used to measure disease development susceptibility with potential for earlier diagnosis and intervention. The company is developing a healthcare program based on its proprietary genetic panels that will allow people to be their own healthcare advocate and take an active role in their health status as well as longevity.
Frank is a highly sought after multifaceted senior C level executive.

Sources

https://campustechnology.com/articles/2021/05/13/73-percent-of-students-prefer-some-courses-be-fully-online-post-pandemic.aspx

https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6909003/

ClickStream CEO Frank Magliochetti Talks about Disrupting Conventional Industries Through Apps

ClickStream CEO Talks Disruption Through Apps

CLICKSTREAM CEO FRANK MAGLIOCHETTI TALKS DISRUPTING CONVENTIONAL INDUSTRIES THROUGH APPS, EXPLODING NFT TECH, AND WHY CLIS IS A SMART INVESTMENT TODAY

In an incredibly thorough and and candid interview Hazel Saunders of the Ritz Herald talks with Frank M<agliochetti about all things ClickStream!

Here is the Interview: for the original source please head to The Ritz Herald.

There are no businesses with greater potential today than those positioned to dominate booming digital economies. One company that knows that more than anyone is ClickStream, a rapidly expanding business that is on a mission to disrupt conventional industries by way of game-changing mobile apps. ClickStream is traded on the stock market as CLIS.

These app subsidiaries span a multitude of industries: from gaming and language learning to investing early on tech which facilitates the exploding NFT industry. But though the genre they cover vary, all have one thing in common: each is revolutionizing its field with trailblazing tech – and already reaping the rewards.

The man behind the innovation is CEO and founder, Frank Magliochetti, who has led the business since 2019. Here, we sit down with the CEO as he reveals the surprisingly simple secret to the company’s success, what makes ClickStream’s apps unique, and why the business is such a smart investment option today…

What does a typical day look like for you as the CEO of ClickStream?

It’s about focusing on priorities and not on the noise which creeps into your day. My typical day involves being focused on the initiatives which drive enterprise value, which is critical when dealing with startups like CLIS.

Keeping team members aligned on our quarterly objectives is also vital for our success. Many distractions can enter into your day, so discipline to remain focused on critical success factors is always our daily goal.

What makes ClickStream apps like HeyPal, WinQuick, and Nifter so different from the competition?

Let me walk you through each! HeyPal is different from the competition in one simple way: users learn languages the most natural and human way possible – with other people! Studies show that social interaction is a key component, and arguably the most vital aspect of language learning.

HeyPal makes it easy to find new penpals to learn a language with through direct messaging, a special teacher/student matching algorithm, and a common social feed – all of which can be instantly translated from native to learning language instantly, and vice versa.

All the features of HeyPal are built around creating human connections and practicing new languages in context. While traditional learning methodologies like flashcards, rote memorization, and lessons are important to language learning, many platforms lack social interaction and the “live” components. This is where real practice occurs and why many who study new languages never actually apply those learnings, and often lose their progress.

Beyond the base human interactions, many language learners find that special person and a keen interest, offering more motivation to “impress” their counterparts, and providing the missing, but vital, accountability factor.

Then we have WinQuik. This is one of only two platforms in the market that offers live-hosted trivia games for Android and iOS. Trivia HQ is the other. WinQuik’s live games are different – and better than – HQ because of our unique timing mechanism. Our technology allows users to be timed as they answer live trivia questions. The ones who answer the most questions correctly in the fastest amount of time reach the top of WinQuik’s leaderboard. WinQuik’s payouts are larger because the app can isolate the top fastest users, whereas HQ splits the pot amongst the thousands who got all 10 questions correct that day leading to diluted payouts.

Also, WinQuik has layered security measures to ensure bots, duplicate accounts, and unverified users do not play and do not end up on the leaderboard. Other trivia apps like HQ seem to be more passive on such security efforts.

Plus, unlike HQ, WinQuik offers four different game types that can be played 24/7 including a 1 vs. 1 challenge feature that allows users to play friends and family in trivia contests for coins that they “bet” against each other. Cash prizes are offered for users who complete the most amount of 1 vs. 1 challenge in a week.

Nifter is a unique NFT platform because of its niche appeal to music lovers. It is the first NFT marketplace to focus solely on songs being minted as NFTs. There is no other ‘noise’ on the platform such as dancing cats or artworks of French Bulldogs. Currently, other NFT marketplaces such as Nifty drop NFTs for collectibles that support the artist and their music, but aren’t the actual songs – album art, fan experiences, etc. ClickStream is working to partner with major record labels, music groups, producers, and recording artists to tap into the uncharted territory of song NFTs. Other platforms have shied away from minting the non-independent songs because of an unwillingness to work with the entities that own the music. Nifter’s business model is to partner with the music giants to create a brand extension for their artists.

Are your current apps large enough to sustain the company as a competitive investment in the major public markets?

Absolutely, or we would never have invested in them. The HeyPal segment exceeds 1 billion, and the NFT segment is at an embryonic stage. This segment is going to explode and we have a turnkey marketplace that can go horizontal in any segment. It is a transferable platform. The opportunity is enormous. Then, our children’s entertainment and education app, Joey’s Animal Kingdom, is in a segment that is growing by double digits, with the global segment is in the billions.

How are you capitalizing the company and will it be sustainable on the market? Is the company financing through debt or through equity and how will that affect shareholder value?

We finance our operations and growth through equity. Don’t lose sight: we are an OTC company in a startup situation in which we internally finance start-up projects. In other words, we are an incubator. Financing OTC enterprises is challenging and we have our niche in how we raise capital. To date, it has worked.

It is our intent for the successful companies in our asset portfolio that we will seek additional capital by externally funding them. An example of which could be uplisting one of our subsidiaries. This will provide enormous enterprise value CLIS.

Where do you see the company 5 years from now?

It is our goal to have 3 to 4 subsidiaries listed to Nasdaq and to have CLIS as a Nasdaq listed company.

Why should someone buy stock in your company?

It is our opinion that our stock is grossly undervalued at this time. Our subsidiary values are grossly undervalued. All OTC stocks are speculative for a host of reasons – and Sustainability and Growth Potential are key indicators of unrealized value. Compare the markets our subsidiaries are into the Sustainability and Growth Potential and you will c see we are clearly positioned for success. There is no guarantee, however, there’s no doubt about it that we are in explosive segments.

ABOUT FRANK MAGLIOCHETTI

Frank Magliochetti owes his professional success to his expertise in two areas: medicine and finance. After obtaining a BS in pharmacy from Northeastern University, he stayed on to enroll in the Masters of Toxicology program. He later specialized in corporate finance, receiving an MBA from The Sawyer School of Business at Suffolk University. His educational background includes completion of the Advanced Management Program at Harvard Business School and the General Management Program at Stanford Business School. Frank Magliochetti has held senior positions at Baxter International, Kontron Instruments, Haemonetics Corporation, and Sandoz. Since 2000, he has been a managing partner at Parcae Capital, where he focuses on financial restructuring and interim management services for companies in the healthcare, media, and alternative energy industries. Last year, he was appointed chairman of the board at Grace Health Technology, a company providing an enterprise solution for the laboratory environment.

Frank is the CEO of ClickStream, ClickStream’s business operations are focused on the development and implementation of apps that disrupt such as WinQuik™, a free to play synchronized mobile app and digital gaming platform. The platform is designed to enable WinQuik™ users to have fun, interact and compete against each other in order to win real money and prizes. Twitter at @ClickstreamC  @WinQuikAppNifter™, a music NFT marketplace that allows recording artists to create and sell limited edition authenticated NFTs, and their ever expanding foreign language exchange social learning app  @HeyPalApp. ClickStream is also entering the E-Learning market with Joey’s Animal Kingdom- please visit them online at wowee.world

Frank was appointed Chairman and Chief Executive Officer at Designer Genomics International, Inc. The Company has accumulated a growing body of evidence that highlights a link between alterations in the immune and inflammatory systems and the development of chronic human disease. The Company is visionary and has established itself as a leader in the field of inflammatory and immune genetic DNA and RNA biomarkers that play a causative role in debilitating conditions, such as atherosclerosis/heart disease, diabetes, arthritis, inflammatory bowel disease, post-traumatic stress disorders (PTSD) and cancer.
A proprietary state-of-the art data mining bioinformatics program, called ‘cluster analysis’ will be used to measure disease development susceptibility with potential for earlier diagnosis and intervention. The company is developing a healthcare program based on its proprietary genetic panels that will allow people to be their own healthcare advocate and take an active role in their health status as well as longevity.
Frank is a highly sought after multifaceted senior C level executive.

ABOUT CLICKSTREAM CORPORATION

ClickStream is a technology company focused on developing apps and digital platforms that disrupt conventional industries. The company is currently marketing and developing WinQuik™ , HeyPal™ , Nifter™ and Joey’s Animal Kingdom™ respectively. For more information, please visit them online at ClickStream.Technology and follow them on social media: Twitter at @ClickstreamC and Instagram at clickstreamcorp.

WinQuik™ is a free-to-play synchronized mobile app and digital gaming platform. The platform is designed to enable WinQuik™ users to have fun, interact and compete in order to win real money and prizes. For more information, please visit them online at winquik.com/ and follow them on social media: Twitter at @winquikapp and Instagram at winquiktrivia/.

HeyPal™, by way of ClickStream subsidiary Nebula Software Corp., is a language learning app that focuses on “language exchanging” between users around the world. For more information, please visit them online at heypalapp.com and follow them on social media: Twitter at @HeypalA and Instagram at heypalapp.

Nifter™, by way of ClickStream subsidiary Rebel Blockchain Inc., is a music NFT marketplace that allows artists to create, sell and discover unique music and sound NFTs on the Nifter™ marketplace. For more information, please visit them online at nifter.io and follow them on social media: Twitter at @Nifter7 and Instagram at nifter.io.

Joey’s Animal Kingdom™ is a children’s entertainment and education app that takes kids all around this amazing planet to see incredible animals and creatures. For more information about Joey’s Animal Kingdom™, please visit them online at wowee.world.

A Better Way to Learn? E-Learning is Here to Stay!

E-learning: A Better Way to Learn

For many students, e-learning is the greatest invention since the chalkboard. Students can now access nearly any course they can imagine, from picking up a new language to learning the art of clowning. This instant/anywhere access to learning frees students from the confines of a classroom and class schedule, and allows students to explore and absorb information in new ways.

E-learning, or eLearning, is any type of learning that occurs on a computer. Also known as online learning, e-learning often uses the internet, although learning may also involve the use of DVDs and CD-ROMs, streaming video or audio, and other media. E-learning is extraordinarily versatile and can accommodate all learning styles for a wide variety of studies, from grade school courses to graduate degrees. This approach can be utilized for a wide variety of learning types, such as one-to-one communication, collaboration and study groups, or the traditional teaching environment of an instructor leading a class.

Benefits of E-learning

Using a computer and internet connection for learning provides a number of benefits that other approaches don’t. E-learning lets students attend classes remotely in situations in which in-classroom learning is not possible, for example. This lets children and adults continue learning when they are too ill to attend classes, are interested in specializes learning, are traveling, or have limited access to classroom learning.

Online learning also allows students to study at their own pace, and this can present a distinct advantage when it comes to retention. Recent research shows that students retain 25 to 60 percent more material on average when learning online, according to statistics presented by the World Economic Forum, compared to only 8 to 10 percent in a classroom. The organization attributes the increased retention to faster learning: e-learning requires 40 to 60 percent less time to learn than in a traditional classroom setting, which then allows students to take more time to absorb difficult concepts and review any information they do not understand.’

While learners can move at their own pace, online learning programs do provide structure and routine that helps students accomplish the day-to-day tasks of learning. The structure of online learning also facilitates the smooth transition between activities and reduces disruptions; this is especially helpful for younger students, who tend to lose focus between activities.

Combining live e-learning group sessions with independent learning activities can help students develop a healthy balance of independent study and social interaction with teachers and with other students – including teachers and students from diverse backgrounds. E-learning can even help students of all ages expand their computer skills, navigate new applications, develop fine motor skills, learn tech vocabulary, and even learn how to code.

E-learning is also accessible and cost-effective. Students can engage in e-learning at any time and from anywhere, which reduces costs associated with traveling. Unlike other learning environments that require multiple instructors and support staff, just one teacher can administer an e-learning course to a nearly unlimited number of students. Aside from a computer and internet connection, no additional resources are required – e-learning is making classroom space or books obsolete. What’s better is that teachers and students can reuse materials indefinitely, which reduces costs even more.

Simply offering information on the internet is not enough, though, especially when providing educational material to younger students. Watching videos and reading stories has limited appeal to children, so the most effective e-learning materials also contain other materials that attract and challenge young minds. Joeys Animal Kingdom, a new entry coming soon to e-learning, captivates students with interesting animals, fun storytelling, exciting videos, live quizzes and games, kids’ profiles, and games.

The introduction of Wowee World’s flagship animated series provides children with a new way to learn about the animal kingdom. The hero of the story, Joey, traveled the world with his parents to visit zoos and help animals. Inspired by his passion for animals, Joey now helps educate other children about our planet and the animals that live here. An adorable collection of furry and feathered friends helps Joey and his chimpanzee sidekick, Mochi, teach children about animals. Future animated shows will create e-learning experiences in a number of topics, such as science, history, culture, sports and food/nutrition.

E-learning is increasingly popular, especially among young students who are already using programs like Wowee World.  In fact, e-learning will likely become a mainstay in education in years to come.

ABOUT FRANK MAGLIOCHETTI

Frank Magliochetti owes his professional success to his expertise in two areas: medicine and finance. After obtaining a BS in pharmacy from Northeastern University, he stayed on to enroll in the Masters of Toxicology program. He later specialized in corporate finance, receiving an MBA from The Sawyer School of Business at Suffolk University. His educational background includes completion of the Advanced Management Program at Harvard Business School and the General Management Program at Stanford Business School. Frank Magliochetti has held senior positions at Baxter International, Kontron Instruments, Haemonetics Corporation, and Sandoz. Since 2000, he has been a managing partner at Parcae Capital, where he focuses on financial restructuring and interim management services for companies in the healthcare, media, and alternative energy industries. Last year, he was appointed chairman of the board at Grace Health Technology, a company providing an enterprise solution for the laboratory environment.

Frank is the CEO of ClickStream, ClickStream’s business operations are focused on the development and implementation of apps that disrupt such as WinQuik™, a free to play synchronized mobile app and digital gaming platform. The platform is designed to enable WinQuik™ users to have fun, interact and compete against each other in order to win real money and prizes. Twitter at @ClickstreamC  @WinQuikAppNifter™, a music NFT marketplace that allows recording artists to create and sell limited edition authenticated NFTs, and their ever expanding foreign language exchange social learning app  @HeyPalApp.

Frank was appointed Chairman and Chief Executive Officer at Designer Genomics International, Inc. The Company has accumulated a growing body of evidence that highlights a link between alterations in the immune and inflammatory systems and the development of chronic human disease. The Company is visionary and has established itself as a leader in the field of inflammatory and immune genetic DNA and RNA biomarkers that play a causative role in debilitating conditions, such as atherosclerosis/heart disease, diabetes, arthritis, inflammatory bowel disease, post-traumatic stress disorders (PTSD) and cancer.
A proprietary state-of-the art data mining bioinformatics program, called ‘cluster analysis’ will be used to measure disease development susceptibility with potential for earlier diagnosis and intervention. The company is developing a healthcare program based on its proprietary genetic panels that will allow people to be their own healthcare advocate and take an active role in their health status as well as longevity.
Frank is a highly sought after multifaceted senior C level executive.