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Education Gamification Market Revenue, Size, Share, Worth, Analysis, Industry Growth | Valuates Reports

08-17-2022 02:07 PM CET | Science & Education

Press release from: Valuates Reports

Education Gamification Market

The global Education Gamification market size is projected to reach US$ million by 2028, from US$ million in 2021, at a CAGR of % during 2022-2028. For a variety of reasons, gamification is becoming more popular in educational settings. In other words, it makes the difficult stuff more fun,' assisting students in becoming more motivated and engaged with the subject matter. Gamification in learning refers to the use of game-like elements such as point scoring, peer competition, teamwork, and score tables to increase student engagement, help them absorb new information, and test their knowledge. It can be used in school-based subjects, but it is also widely used in self-teaching apps and courses, demonstrating that gamification's effects do not end when we reach adulthood.

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Trends Influencing the Growth of the Education Gamification Market

Augmented Reality can be used to enhance existing educational materials, increasing student interest and engagement. Both AR and gamification have similar characteristics in that they can actively engage students in activities and provide them with experiences, motivation, interactivity, and other outcomes. Of course, as an educator, you'll take advantage of everything Augmented Reality and Gamification have to offer your students to achieve your objectives. Thus the adoption of AR to make the learning experience more interactive is expected to drive the Education Gamification market.

VR and gamification can be effectively combined to improve corporate training effectiveness. Virtual reality allows users to explore uncharted territory and locations that are difficult to reach physically. Including game-like elements like scoring, timed activities, and rewards can boost motivation and learning. Trainees will be more engaged if they are pitted against each other in a gamified competition within a virtual reality environment.

One of the main advantages of gamification is that it makes learning more interesting and informative, owing to its interactivity. Role-playing and competitive elements add an immersive element that, when done right, can make learning enjoyable. This factor is expected to drive the growth of the Education Gamification market.

Another unexpected benefit of education gamification is the natural high it can provide, as well as the impact that 'high' has on knowledge retention. When our brain wants to reward us, it releases dopamine into our bodies, so we feel good when we win a game or accomplish something significant. For many people, learning new things is a pleasurable experience that causes dopamine release, and the rather fortunate result of that natural drug 'fix' is that the increased dopamine levels aid in the retention of that new information. This in turn is expected to propel the Education Gamification market.

The need to train learners on real-world applications is expected to further propel the Education Gamification market size. Gamification of learning allows students to see the subject's real-world applications and benefits. They can see firsthand how their choices in the game affect the consequences or rewards they receive.

The gamification of learning allows employees to work toward real-time, measurable, and meaningful goals while receiving upper-level feedback. Gamification in e-learning allows students to interact with content in a fun, informal setting. Learners who are enthusiastic about learning are more likely to retain information. These features are expected to fuel the Education Gamification market.

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Education Gamification Market Share

Based on type, the cloud segment of gamification in the education market is projected to be the most lucrative segment. Benefits such as enhanced security, low setup cost, easy accessibility, faster deployment, high scalability, customizability, increased storage space, ease of maintenance, automatic upgrade of course materials, and automatic licensing by vendors are all contributing to the segment's growth.

Based on region, Asia Pacific is expected to be the most lucrative region. The rapid growth of the gamification in the education market in APAC can be attributed to the growing number of students and government policies that have made it mandatory for organizations to develop skillsets among their employees.

By Type
• Augmented Reality (AR) Types
• Virtual Reality (VR) Types
• Other

By Application
• K-12 Education
• Higher Education

By Company
• Badgeville
• Bunchball
• Classcraft Studios
• GoGo Labs
• 6waves
• Recurrence
• Fundamentor
• Gametize
• GradeCraft
• Kuato Studios
• Kungfu-Math

By Region
• North America
• United States
• Canada
• Europe
• Germany
• France
• UK
• Italy
• Russia
• Nordic Countries
• Rest of Europe
• Asia-Pacific
• China
• Japan
• South Korea
• Southeast Asia
• India
• Australia
• Rest of Asia
• Latin America
• Mexico
• Brazil
• Rest of Latin America
• Middle East & Africa
• Turkey
• Saudi Arabia
• UAE
• Rest of MEA

Inquire for Chapter Cost: https://reports.valuates.com/request/chaptercost/QYRE-Auto-1F2536/Global_Education_Gamification

Similar Reports:

1. eLearning Market: https://reports.valuates.com/market-reports/QYRE-Othe-0C243/global-elearning

2. Digital Education Market: https://reports.valuates.com/market-reports/INFO-Othe-4I48/digital-education

3. Learning Management System (LMS) Market: https://reports.valuates.com/market-reports/QYRE-Auto-33E5783/global-learning-management-system-lms

4. Academic eLearning Market: https://reports.valuates.com/market-reports/QYRE-Othe-3J253/academic-e-learning

5. K12 Education Technology Market: https://reports.valuates.com/market-reports/QYRE-Othe-1F324/k12-education-technology

6. Corporate eLearning Market: https://reports.valuates.com/market-reports/QYRE-Othe-3N254/corporate-e-learning

7. Private Tutoring Market: https://reports.valuates.com/market-reports/QYRE-Auto-280/global-private-tutoring

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