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Global Higher Education Game-based Learning Market 2018 Competitive Major Vendors - Toolwire,Totem Learning,Lumos Labs,Triseum

08-13-2018 11:36 AM CET | Science & Education

Press release from: QYresearchreports

Global Higher Education Game-based Learning Market 2018

Qyresearchreports include new market research report "Global Higher Education Game-based Learning Market Size, Status and Forecast 2025" to its huge collection of research reports.

This report studies the global Higher Education Game-based Learning market size, industry status and forecast, competition landscape and growth opportunity. This research report categorizes the global Higher Education Game-based Learning market by companies, region, type and end-use industry.

Serious games used in higher education are an effective way to engage students in learning activities, since they stimulate cognitive processes like problem-solving and deductive and inductive reasoning abilities. They also improve skills, which are needed for success in professional life, such as decision-making and multitasking. They enable higher education students to acquire knowledge about complex and technical subject matter with greater interest by capturing the attention of students effectively. The learning stance of students is changed from passive learning to active participation.

Motion-sensingtechnology can be used to study the motion of the learner while the learning process is in progress and can record inferences accordingly. For instance, the eye-tracking feature can be used to deduce the focus level of the student, while the facial expressions and head positions can be studied to understand the learners engagement and also the focus level. This helps the instructor to modify the learning environment and content according to the preference of the students. Motion-sensing technology also helps learners practice physical skills or nuances, which can be implemented into the learning activity. For instance, the incorporation of physical movements or activities trains the learner about the optimum force or pressure required for a particular task. This will people the demand for the implementation ofgamification in education, especially in the higher education sector.

To Download Sample Report With TOC: https://www.qyresearchreports.com/sample/sample.php?rep_id=1870528&type=S

This report focuses on the global top players, covered
McGraw-Hill Education
PlayGen
Toolwire
Totem Learning
Lumos Labs
Triseum
Designing Digitally
Forio
Innovative Dutch
LearningWare

Market segment by Regions/Countries, this report covers
United States
Europe
China
Japan
Southeast Asia
India

Market segment by Type, the product can be split into
Rognitive Ability-Based Game-Based Learning
Language Learning-Related Game-Based Learning
Stem-Based Game-Based Learning

Complete table of content is available at: https://www.qyresearchreports.com/report/global-higher-education-game-based-learning-market-size-status-and-forecast-2025.htm

Market segment by Application, split into
Educational Institutions
Universities
Training Organizations

The study objectives of this report are:
To study and forecast the market size of Higher Education Game-based Learning in global market.
To analyze the global key players, SWOT analysis, value and global market share for top players.
To define, describe and forecast the market by type, end use and region.
To analyze and compare the market status and forecast between China and major regions, namely, United States, Europe, China, Japan, Southeast Asia, India and Rest of World.

About Us:

QYResearchReports.com delivers the latest strategic market intelligence to build a successful business footprint in China. Our syndicated and customized research reports provide companies with vital background information of the market and in-depth analysis on the Chinese trade and investment framework, which directly affects their business operations. Reports from QYResearchReports.com feature valuable recommendations on how to navigate in the extremely unpredictable yet highly attractive Chinese market.

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