openPR Logo
Press release

Education Gamification Market 2020-2028 increasing student engagement and learning by including games| Bunchball, Cognizant, Google, MPS Interactive Systems, NIIT Ltd, Microsoft, D2L and Classcraft Studios

10-26-2020 02:14 PM CET | Science & Education

Press release from: Report Consultant

Education Gamification Market

Education Gamification Market

'Gamification' in education is about increasing student engagement and learning by including game-like elements in learning. Games can enhance student focus and motivation, and can provide the freedom for students to try, fail, and explore. Gamification in education is a developing approach for increasing learners' motivation and engagement by incorporating game design elements in educational environments.

The Global Education Gamification Market report aims to provide an overview of market with detailed segmentation by organization size, business, industry vertical, and geography. The Global Education Gamification Market is expected to witness huge growth during the forecast period. The report provides key statistics on the market status of the leading Education Gamification Market players and offers key trends and opportunities in the market.

Request a sample copy of report @ https://www.reportconsultant.com/request_sample.php?id=76669

Key Players of Global Education Gamification Market:
• Bunchball
• Cognizant
• Google
• MPS Interactive Systems
• NIIT Ltd
• Microsoft
• D2L
• Classcraft Studios

The report also consists of forecast factors, macroeconomic factors, and a market outlook of the Global Education Gamification Market. The study is conducted by applying both top-down and bottom-up approaches and further iterative methods used to validate and size market estimation and trends of the Global Education Gamification Market. Additionally to compliment insights EXIM data, consumption, supply and demand Figures, raw price analysis, market revenue and gross margins.

Global Education Gamification Market segmentation by research type:
• Primary
• Secondary

Global Education Gamification Market segmentation by type:
• Augmented reality (AR) types
• Virtual reality (VR) types
• Other

Global Education Gamification Market segmentation by application:
• K-12 education
• Higher education

Global Education Gamification Market segmentation by region:
• North America
• Europe
• Asia Pacific
• Latin America
• Middle east & Africa

Get upto 40% discount @ https://www.reportconsultant.com/ask_for_discount.php?id=76669

The Global Education Gamification Market has been analyzed through industry analysis techniques such as SWOT and Porter's five-technique. The notable feature of this research report is, it offers proper insights into the business by explaining drivers, restraints, and opportunities in front of the business. Industry outlook has been provided by illustrating some significant strategies adopted by them.

Table of Content for Global Education Gamification Market:
Chapter 1. Education Gamification Market Overview
Chapter 2. Market Competition by Players / Suppliers
Chapter 3. Education Gamification Market Sales and Revenue by Regions
Chapter 4. Sales and Revenue by Type
Chapter 5. Education Gamification Market Sales and revenue by Application
Chapter 6. Market Players profiles and sales data
Chapter 7. Manufacturing Cost Analysis
Chapter 8. Industrial Chain, Sourcing Strategy and Down Stream Buyers
Chapter 9. Market Strategy Analysis, Distributors/Traders
Chapter 10. Education Gamification Market effective factors Analysis
Chapter 11. Market Size and Forecast
Chapter12. Conclusion
Chapter13. Appendix
Continued….

If you have any requirement, let us know and we will customize the report according to your need.

Rebecca Parker
(Report Consultant)
Contact No: +81-368444299
sales@reportconsultant.com
www.reportconsultant.com

About Us:
Report Consultant - A worldwide pacesetter in analytics, research and advisory that can assist you to renovate your business and modify your approach. With us, you will learn to take decisions intrepidly by taking calculative risks leading to lucrative business in the ever-changing market. We make sense of drawbacks, opportunities, circumstances, estimations and information using our experienced skills and verified methodologies.
Our research reports will give you the most realistic and incomparable experience of revolutionary market solutions. We have effectively steered business all over the world through our market research reports with our predictive nature and are exceptionally positioned to lead digital transformations. Thus, we craft greater value for clients by presenting progressive opportunities in the global futuristic market.

This release was published on openPR.

Permanent link to this press release:

Copy
Please set a link in the press area of your homepage to this press release on openPR. openPR disclaims liability for any content contained in this release.

You can edit or delete your press release Education Gamification Market 2020-2028 increasing student engagement and learning by including games| Bunchball, Cognizant, Google, MPS Interactive Systems, NIIT Ltd, Microsoft, D2L and Classcraft Studios here

News-ID: 2171789 • Views:

More Releases from Report Consultant

Biopsy Needle Market- Increasing Demand with Industry Professionals: Ethicon Endo Surgery, Intact Medical Corporation, Galini SRL, Hologic Inc.
Biopsy Needle Market- Increasing Demand with Industry Professionals: Ethicon End …
A new market study report by Report Consultant on the Biopsy Needle Market has been released with reliable information and accurate forecasts for a better understanding of the current and future market scenarios. The report offers an in-depth analysis of the global market, including qualitative and quantitative insights, historical data, and estimated projections about the market size and share in the forecast period. The forecasts mentioned in the report have
Serverless Architecture Market Giants Spending Is Going to Boom With Alibaba Group, Amazon Web Services, Google LLC, IBM Corporation, Microsoft Corporation
Serverless Architecture Market Giants Spending Is Going to Boom With Alibaba Gro …
Global Serverless Architecture Market is a latest research study released by Report Consultant evaluating the market risk side analysis, highlighting opportunities and leveraged with strategic and tactical decision-making support. The report provides crucial statistics on the market status of the leading Serverless Architecture market players and offers information on market trends and development, growth drivers, technologies, and the changing investment structure of the Global Serverless Architecture Market. The report uses
Remittance Market Growth, Developments Analysis and Precise Outlook 2023 to 2030 Bank of America, Citigroup Inc., JPMorgan Chase & Co.
Remittance Market Growth, Developments Analysis and Precise Outlook 2023 to 2030 …
Global Remittance Market Research Report initially provides a basic overview of the industry that covers definition, applications and technology, post which the report explores into the international players in the market. The report profiles the key players in the industry, along with a detailed analysis of their individual positions against the global landscape. The study conducts SWOT analysis to evaluate strengths and weaknesses of the key players in the market.
Consumer IoT Market 2023 is Booming Globally with Top Key Players- Cisco Systems, Inc., Honeywell International Inc., Infineon Technologies, Intel Corporation
Consumer IoT Market 2023 is Booming Globally with Top Key Players- Cisco Systems …
Global Consumer IoT Market Report is a compilation of comprehensive research studies on various aspects of the Consumer IoT Market. With accurate data and highly authentic information, it makes a brilliant attempt to provide a real, transparent picture of current and future situations of the global Consumer IoT Market. Market participants can use this powerful tool when creating effective business plans or making important changes to their strategies. The report

All 5 Releases


More Releases for Gamification

Benefits of Gamification in Learning
‘All work and no play make Jack a dull boy.’ In this world of online education, computerised learning and video games, children are always hooked onto one device or another. The era of outdoor games is gone whereas online screen time is increasing every day. With every passing day, technology is evolving in a manner that heralds a day, not far away, when every educational component will be
New Startup Injects Gamification into Ideation
BRAINSTORM Online Launches Creative Collaboration Solution for Marketers to Increase Engagement and Focus in Team Brainstorms. SINGAPORE​, 5 February 2021 — New startup BRAINSTORM Online, today announced the launch of its web-based brainstorming software for marketing teams to collaborate, create and innovate, anytime, anywhere. BRAINSTORM Online is poised to transform collaborative brainstorming through gamification. With methodology-fueled prompts, bold graphics and interactive modules, BRAINSTORM Online injects the excitement of gameplay into brainstorming, keeping
Gamification Industry Outlook and Forecast 2020-2027| Faya Corporation, Gamifica …
The research report provides deep insights into the global market revenue, parent market trends, macro-economic indicators, and governing factors, along with market attractiveness per market segment. The report provides an overview of the growth rate of the Gamification market during the forecast period, i.e., 2020–2027. Most importantly, the report further identifies the qualitative impact of various market factors on market segments and geographies. The research segments the market on the
Growing Acceptance for Fitness Apps with Gamification Features Seen as A Major B …
This is a digital era where technology has touched nearly every industrial sector today. Since past two decades, it has firmly set its eyes on the healthcare industry. Currently, there are several applications in the market that are functioning as health trackers and reminders for patients. These apps use alerts and messages to notify patients after a fixed interval to make healthier choices. Many researches have shown that gamification is
Gamification Market With Emerging Factors 2020 | Alive Mobile, Badgeville, BigDo …
Humans possess tendency to influence their own behavior due to experiences while playing games, reading novels, receiving rewards, etc. Gamification makes use of this human tendency of influencing own thinking process due to games to engage users for effective problem solving in real world. Gamification proves its advantages in activities such as rewards to people, customer experience enrichment, employee engagement, etc. Report delivers detailed analysis about market dynamics, top winning strategies
Gamification Nation wins award for Excellence in Gamification Design
London-based Gamification Nation has won the award for Excellence in No-Tech Gamification Design at GamiCon 2018. It won the award for its design of a cybersecurity board game for an insurance client. “We enjoyed working with our client to design this collaborative board game, which was aimed at helping insurance agents understand the effects that cyberattacks could have on a business through a number of scenarios,” said An Coppens, CEO and