About K-12 Game-based Learning
Game-based learning connects educational content with a computer or video games and is used by students interested in subjects, including STEM, language learning, and social sciences. It has been designed to balance subject matter with gameplay, having certain defined learning outcomes. Game-based learning helps the students learn in an immersive and engaging environment. Moreover, it aids the educators in motivating the learners to perform and understand complex topics with ease in limited time.
Technavio’s analysts forecast the global k-12 game-based learning market to grow at a CAGR of 27.55% during the period 2017-2021.
Covered in this report
The report covers the present scenario and the growth prospects of the global k-12 game-based learning market for 2017-2021. To calculate the market size, the report presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources.
The market is divided into the following segments based on geography:
Technavio Announces the Publication of its Research Report – Global K-12 Game-based Learning Market 2017-2021
Technavio recognizes the following companies as the key players in the global k-12 game-based learning market: GlassLab, Microsoft, Osmo, and PlayGen.
Other Prominent Vendors in the market are: Banzai Labs, BrainQuake, Filament Games, Gameloft, iCivics, Infinite Dreams, and Schell Games.
Commenting on the report, an analyst from Technavio’s team said: “One trend in the market is emergence of visual technologies like AR and VR. Visual technologies, such as augmented reality (AR) and virtual reality (VR), are increasingly becoming popular among the students and educators as the modern K-12 classrooms get revolutionized by new learning methodologies. Vendors are incorporating AR and VR to enhance the educational experience of students by creating immersive learning environments.”
According to the report, one driver in the market is surging investments from venture capitalists. Many schools across the globe are collaborating with start-ups launching educational games, thereby enhancing the learning experience for both students and teachers. These start-ups have been receiving investments and funding from various angel investors to strengthen the product portfolio and carry out R&D for the new products. This, in turn, has boosted the demand for game-based learning in K-12 schools across the world. In addition, various companies engaged in offering Virtual Reality (VR) and Augmented Reality (AR) technologies are increasingly providing innovative solutions for students to explore educational lessons on e-learning platforms.
Further, the report states that one challenge in the market is less content-curriculum integration. Digital games and applications are mainly used by students for entertainment purposes and not for learning purposes. However, to make the game-based learning effective for students, the games must be associated with certain curriculum-based concepts and linked with learning outcomes. Moreover, games are often stereotyped to distract students and impact their development as the continuous use of games eats up a major portion of their time and results in health concerns, such as visual impairments and obesity.
GlassLab, Microsoft, Osmo, PlayGen, Banzai Labs, BrainQuake, Filament Games, Gameloft, iCivics, Infinite Dreams, and Schell Games.
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