Global Education Gamification Market 2016-2020
About Education Gamification
Gamification is the process of implementing game mechanics into non-gaming contexts to drive user engagement and to enhance problem-solving. Points, badges, leaderboards, challenges, and rewards are some examples of game mechanics. Gamification does not create real games but uses game techniques to engage students in comprehensive learning mechanisms.
Technavio’s analysts forecast the global education gamification market to grow at a CAGR of 66.22% during the period 2016-2020.
Covered in this report
The report covers the present scenario and the growth prospects of the global education gamification market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sales of gamification solutions within the education market.
The market is divided into the following segments based on geography:
Technavio Announces the Publication of its Research Report – Global Education Gamification Market 2016-2020
Technavio recognizes the following companies as the key players in the global education gamification market: Badgeville, Bunchball, Classcraft Studios, and GoGo Labs.
Other prominent vendors in the market are: 6waves, Recurrence, Fundamentor, Gametize, GradeCraft, Kuato Studios, and Kungfu-Math.
Commenting on the report, an analyst from Technavio’s team said: “One of latest trends in the market is increase in e-learning. The global e-learning market is one of the fastest-growing markets in the world. It has transformed conventional learning methods. The market is witnessing a huge demand for e-learning in the education sector. In addition, factors such as continuous innovation in e-learning tools, delivery methods, advances in technology, and availability of various virtual communication tools are contributing to the growth of the market. The e-learning markets in most of the emerging economies worldwide have witnessed high growth rates with increased penetration of technology and government aid.”
According to the report, one of the primary drivers in the market is stronger focus on experiential and inquiry-based learning. Traditional learning in education institutions involved the use of books, articles, and lectures to deliver knowledge to students. However, there has been a paradigm shift in the delivery of education through modes that are not predictable and offer minimal challenges for learners. Over time, there has been a rise of experiential learning to operationalize theoretical concepts using more interactive technologies such as simulations and games. Simulations have the potential to address the impediments associated with traditional pedagogy. This has led to a strategic alignment of education institutions to include more student-centric learning.
Further, the report states that one major challenge in the market is threat from simulation-based learning market. Simulations imitate a real phenomenon and are used in the field of training and education to boost the development of life skills like decision-making and critical thinking. In the past, simulations were restricted to fields like military, aviation, and medicine. It involved methods like role play, mannequins, and interactive videos. With the advances in technology, there has been the emergence of computer-based simulations. Computer simulations model real-world situations on a computer. As immersive learning environments are increasingly being incorporated into the curricula of education institutions, the adoption of simulations for educational purposes has increased.
Badgeville, Bunchball, Classcraft Studios, GoGo Labs, 6waves, Recurrence, Fundamentor, Gametize, GradeCraft, Kuato Studios, Kungfu-Math.
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