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Global Higher Education Game-based Learning Market Size, Status and Forecast 2019-2025

Global Higher Education Game-based Learning Market Size,

Market Research Report Store offers a latest published report on Higher Education Game-based Learning Market Analysis and Forecast 2019-2025 delivering key insights and providing a competitive advantage to clients through a detailed report. This report focuses on the key global Higher Education Game-based Learning players, to define, describe and analyze the value, market share, market competition landscape, SWOT analysis and development plans in next few years.To analyze the Higher Education Game-based Learning with respect to individual growth trends, future prospects, and their contribution to the total market.To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).

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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-sensing technology 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 learner’s 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 of gamification in education, especially in the higher education sector.
In 2018, the global Higher Education Game-based Learning market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2019-2025.
This report focuses on the global Higher Education Game-based Learning status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Higher Education Game-based Learning development in United States, Europe and China.
The key players covered in this study
McGraw-Hill Education
PlayGen
Toolwire
Totem Learning
Lumos Labs
Triseum
Designing Digitally
Forio
Innovative Dutch
LearningWare
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
Market segment by Application, split into
Educational Institutions
Universities
Training Organizations
Others
Market segment by Regions/Countries, this report covers
United States
Europe
China
Japan
Southeast Asia
India
Central & South America
The study objectives of this report are:
To analyze global Higher Education Game-based Learning status, future forecast, growth opportunity, key market and key players.
To present the Higher Education Game-based Learning development in United States, Europe and China.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.
In this study, the years considered to estimate the market size of Higher Education Game-based Learning are as follows:
History Year: 2014-2018
Base Year: 2018
Estimated Year: 2019
Forecast Year 2019 to 2025
For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

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Related Information:
North America Higher Education Game-based Learning Market Growth 2019-2024
United States Higher Education Game-based Learning Market Growth 2019-2024
Asia-Pacific Higher Education Game-based Learning Market Growth 2019-2024
Europe Higher Education Game-based Learning Market Growth 2019-2024
EMEA Higher Education Game-based Learning Market Growth 2019-2024
Global Higher Education Game-based Learning Market Growth 2019-2024
China Higher Education Game-based Learning Market Growth 2019-2024

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