Press release
K-12 Game-Based Learning Market, Key Vendors, Segment, Growth Opportunities by 2016 to 2030
Overview of the global game-based learning marketThe demand for better student learning is anticipated to propel the market for game-based learning. Game-based learning is an active learning strategy where students learn more by engaging in games. The game promotes problem-solving and critical thinking, which enhances learning. Examples of game-based learning include both digital and analogue games, as well as simulations that allow students to interact directly with the curriculum. The market for game-based learning is anticipated to expand as more people choose online learning. Due to the need to immediately adapt teaching methods due to the ongoing coronavirus disease 2019 (COVID-19) pandemic, educational institutions at all levels, including those serving high school and university students, have been forced to close. Educational institutions are now compelled to use online learning. Game-based learning is being used to make online education more engaging.
market for game-based learning
Immersive technologies like augmented reality (AR) and virtual reality (VR) have a favourable effect on the education sector by increasing the effectiveness of learning as well as staff and student engagement and knowledge retention. Innovative technologies are being incorporated by market leaders like Hurix Digital and Gamelearn into their game-based learning modules to help students better grasp and acquire insight into the disciplines. As a result of the integration of these technologies into the lessons' real-world stories and assessments, students are better able to comprehend various subjects with a high level of recall.
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The COVID-19 epidemic fueled the market for game-based learning in FY2020 due of the education sector's growing digitization. In 2020, the demand for game-based learning solutions in the education industry increased as a result of strict lockdown measures enacted by various government administrations that led to the temporary closure of schools and universities. This encouraged students to sign up for various online game-based learning courses that enable instructors and students to view scalable 3D models in real-time, enhancing the learners' learning experience. Due to corporations' widespread acceptance of these learning solutions for employee training, the market kept expanding.
Global K-12 Game-based Learning Market: Major Players
Osmo
Infinite Dreams
BrainQuake
Gameloft
Microsoft
GlassLab
PlayGen
Schell Games
iCivics
Banzai Labs
Filament Games
Global K-12 Game-based Learning Market: Types
0-5 Ages Game-bases Learning
6-8 Ages Game-bases Learning
9-12 Ages Game-bases Learning
Others
Global K-12 Game-based Learning Market: Applications
Pre-primary School
Primary School
Middle School
High School
Global K-12 Game-based Learning Market: Regional Analysis
All the regional segmentation has been studied based on recent and future trends, and the market is forecasted throughout the prediction period. The countries covered in the regional analysis of the Global K-12 Game-based Learning market report are U.S., Canada, and Mexico in North America, Germany, France, U.K., Russia, Italy, Spain, Turkey, Netherlands, Switzerland, Belgium, and Rest of Europe in Europe, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, China, Japan, India, South Korea, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA), and Argentina, Brazil, and Rest of South America as part of South America.
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Key Questions Answered in This Report:
•How has the global game-based learning market performed so far and how will it perform in the coming years?
•What are the key regional markets in the global game-based learning market?
•What has been the impact of COVID-19 on the global game-based learning market?
•What is the breakup of the global game-based learning market on the basis of platform?
•What is the breakup of the global game-based learning market on the basis of revenue type?
•What is the breakup of the global game-based learning market on the basis of end-user?
•What are the various stages in the value chain of the global game-based learning market?
•What are the key driving factors and challenges in the global game-based learning market?
•What is the structure of the global game-based learning market and who are the key players?
•What is the degree of competition in the global game-based learning market?
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