The report forecasts the global education gamification market to grow at a CAGR of 66.22% during the period 2016-2020.
The report covers the present scenario and the growth prospects of the global education gamification market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sales of gamification solutions within the education market.
One of latest trends in the market is increase in e-learning. The global e-learning market is one of the fastest-growing markets in the world. It has transformed conventional learning methods. The market is witnessing a huge demand for e-learning in the education sector. In addition, factors such as continuous innovation in e-learning tools, delivery methods, advances in technology, and availability of various virtual communication tools are contributing to the growth of the market. The e-learning markets in most of the emerging economies worldwide have witnessed high growth rates with increased penetration of technology and government aid.
According to the report, one of the primary drivers in the market is stronger focus on experiential and inquiry-based learning. Traditional learning in education institutions involved the use of books, articles, and lectures to deliver knowledge to students. However, there has been a paradigm shift in the delivery of education through modes that are not predictable and offer minimal challenges for learners. Over time, there has been a rise of experiential learning to operationalize theoretical concepts using more interactive technologies such as simulations and games. Simulations have the potential to address the impediments associated with traditional pedagogy. This has led to a strategic alignment of education institutions to include more student-centric learning.
Further, the report states that one major challenge in the market is threat from simulation-based learning market.
- Classcraft Studios
- GoGo Labs
Key Topics Covered:
Part 01: Executive summary
Part 02: Scope of the report
Part 03: Market research methodology
Part 04: Introduction
Part 05: Market landscape
Part 06: Market segmentation by end-user
Part 07: Geographical segmentation
Part 08: Market drivers
Part 09: Impact of drivers
Part 10: Market challenges
Part 11: Impact of drivers and challenges
Part 12: Market trends
Part 13: Vendor landscape
Part 14: Key vendor analysis
Part 15: Appendix
For more information about this report visit http://www.researchandmarkets.com/research/4g2qsw/global_education
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To view the original version on PR Newswire, visit:http://www.prnewswire.com/news-releases/global-education-gamification-market---analysis-technologies--forecasts-to-2020---stronger-focus-on-experiential--inquiry-based-learning---research-and-markets-300379083.html
SOURCE Research and Markets