Press release
Gamification in Education Market Size, Share,Growth, Industry, Forecast and outlook (2024-2031)
The gamification theory in education is that learners learn best when they are also having fun. Not only that, but kids learn best when they have objectives, targets, and accomplishments to strive for, all while maintaining a sense of enjoyment for the learner. Because video games include addictive aspects that attract youngsters (and adults) and keep them hooked, it's only natural that these game-based elements are applied to learning materials, giving similar engagement results.Gamification in education includes game-based aspects such as point scoring, peer competition, teamwork, and score tables to increase student engagement, aid in the assimilation of new information, and evaluate their understanding. It can be employed in school-based subjects, but it is also frequently used in self-teaching applications and courses, demonstrating that gamification's impacts do not end when a student reaches adulthood.Download Free PDF Sample - https://www.datamintelligence.com/download-sample/gamification-in-education-market
The increased adoption of AR/VR technology in the gamification education industry has accelerated the market share for the technology in recent times. The growing adoption of digital learning has boosted the demand for gamification in the education sector.Increased adoption of AR/VR technology in the gamification education industry has accelerated the market share for the technology in recent times.Using augmented and virtual reality to bring gamification to the education industry will change the face of global education. Gamification combined with an immersive experience will increase engagement and improve knowledge transfer.In recent times, AR and VR technologies, and immersive tech is becoming popular even though still in their nascent stage. During the 2020 pandemic, digital learning has evolved in huge leaps and it is projected to become an integral element of the educational system. The addition of gamification to augmented and virtual reality provides autonomy to the student and adds healthy competition to the home learning environment.
To Know More Insights - https://www.datamintelligence.com/research-report/gamification-in-education-market
Segment Analysis
Asia-Pacific holds the highest market share for gamification in education in the recent period due to the consumer's growing interest in the region and growing government policies to encourage companies to uplift their employee's skill behavior. For instance, China's population is currently estimated to be around 1.367 million people, with only 100 million people using eLearning opportunities.That means only 8% of China's population has access to eLearning and participates in it. Still, with 700 million Internet users, there are plenty of expansion possibilities. Furthermore, the presence of many well-known educational institutes and their emphasis on interactive learning methods is fueling the region's market expansion.
Competitive Landscape
Gamification in the education market is highly competitive with the presence of local and global companies. Some prime companies contributing to the market's growth include Microsoft, Classcraft Studios, Recurrence, MPS Interactive, NIIT, Bunchball, D2L, Top Hat, Fundamental and Cognizant and among others.
Related Reports :-
Student Information System Market :- https://www.datamintelligence.com/research-report/student-information-system-market
Corporate Training Education Market :- https://www.datamintelligence.com/research-report/corporate-training-education-market
Education and Learning Analytics Market :- https://www.datamintelligence.com/research-report/education-and-learning-analytics-market
Company Name: DataM Intelligence
Contact Person: Sai.K
Email: info@datamintelligence.com
Phone: +1 877 441 4866
Website:https://www.datamintelligence.com/
About DataM Intelligence
DataM Intelligence 4Market Research is a Market Research firm that provides end-to-end business solutions to organizations from Research to Consulting. We at DataM Intelligence leverage our top trademark trends, insights, and developments to emancipate swift and astute solutions to clients like you. We encompass a multitude of Syndicate Reports & and; Customized Reports with a robust methodology.
Our research database features countless statistics and in-depth analyses across a wide range of 6300+ reports in 40+ domains creating business solutions for more than 200+ companies across 50+ countries, catering to the key business research needs that influence the growth trajectory of our vast clientele.
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 Gamification in Education Market Size, Share,Growth, Industry, Forecast and outlook (2024-2031) here
News-ID: 3465985 • Views: …
More Releases from DataM Intelligence

Hemostats Market Report Analysis, Research Studies | Lifesciences, Artivion, Med …
Global Hemostats Market reached US$ YY million in 2023 and is expected to reach US$ YY million by 2031, growing at a CAGR of YY% during the forecast period 2024-2031
A hemostat is a surgical instrument used to control bleeding by clamping shut exposed blood vessels. Resembling pliers or scissors, it features a locking mechanism with interlocking teeth that allows precise adjustment of clamping force. Hemostats are typically employed during the…

Nitinol Medical Devices Industry is Expected to Reach High Growth by 2031 - Medt …
Global Nitinol Medical Devices Market is expected to reach at a high CAGR during the forecast period 2024-2031.
Nitinol, an equiatomic alloy of nickel and titanium, is known for its unique properties, including superelasticity and shape memory. These characteristics allow nitinol-based medical devices to compress into a smaller profile for insertion and then expand to their intended size and shape once implanted. Commonly used in cardiovascular devices such as stents, heart…

Surgical Microscope Market Statistical Forecast, Trade Analysis 2024 - Topcon Me …
Global Surgical Microscopes Market is expected to reach at a high CAGR during the forecast period 2024-2031.
A surgical microscope, or operating microscope, is designed specifically for use in surgical settings, particularly in microsurgery. It offers adjustable magnification, bright illumination, and enhanced clarity of the surgical field, making it essential in operating rooms. Featuring high-precision optics and high-power coaxial illumination, these microscopes provide surgeons with adjustable magnification, optimal working distance, and…

Medical Radiation Shielding Industry to Witness Massive Growth (2024-2031) | RAD …
The global medical radiation shielding market reached US$ YY million in 2023 and is expected to reach US$ YY million by 2031, growing at a CAGR of YY% during the forecast period 2024-2031.
Medical radiation shielding involves using protective barriers to guard against radiation exposure, which is crucial in medical settings, especially during fluoroscopic procedures. While radiation is primarily used for diagnostics and cancer therapy, it also poses a risk to…
More Releases for Gamification
Education Gamification Market Size Analysis by Application, Type, and Region: Fo …
USA, New Jersey- According to Market Research Intellect, the global Education Gamification market in the Internet, Communication and Technology category is projected to witness significant growth from 2025 to 2032. Market dynamics, technological advancements, and evolving consumer demand are expected to drive expansion during this period.
The education gamification market has seen rapid growth as educational institutions and organizations recognize the benefits of incorporating game elements into the learning process. By…
Healthcare Gamification Market Size to Hit $54.2 Billion by 2028 | Healthcare Ga …
Market Overview:
According to our experience research team, Healthcare Gamification Market was valued at USD 24.8 Billion in 2021, and the global Healthcare Gamification industry is projected to reach a value of USD 54.2 Billion by 2028, at a CAGR of 13.9% during the forecast period 2022-2028
Vantage Market Research is a collection of market research studies on several industries, such as Chemicals, semiconductors & Electronics, Food & Beverages Technology, Energy &…
Healthcare Gamification Market Size to Hit $54.2 Billion by 2028 | Healthcare Ga …
Market Overview:
According to our experience research team, Healthcare Gamification Market was valued at USD 24.8 Billion in 2021, and the global Healthcare Gamification industry is projected to reach a value of USD 54.2 Billion by 2028, at a CAGR of 13.9% during the forecast period 2022-2028
Vantage Market Research is a collection of market research studies on several industries, such as Chemicals, semiconductors & Electronics, Food & Beverages Technology, Energy &…
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…
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…
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…