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(I-SoftwareNews.Com, March 01, 2017 ) Global Education Gamification market report shares information regarding key drivers, challenges and trends with impact analysis. Quantitative analysis of the current market and estimations through 20162020 are provided to showcase the financial appetency of the Education Gamification industry.
Experts forecast Global Education Gamification Market is expected to grow at 66.22% CAGR during the period 2016-2020.
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.
Education Gamification Market Report Covered:
Opportunity of the Education Gamification market Market research methodology Market landscape Market segmentation by type Geographical segmentation Market drivers Market challenges Market trends Education Gamification Market Vendors landscape List of Exhibits And continued
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Education Gamification Market Drivers:
Stronger focus on experiential and inquiry-based learning
Rise of digital badges as credentials
Improvement in game development engines
Need for improved student and faculty experience
Education Gamification Market Challenges:
Threat from simulation-based learning market
Limitations on curriculum integration
Weak metrics to assess effectiveness of gamification
Skewed awareness of education gamification
Education Gamification Market Trends:
Increase in e-learning
Increased awareness among teachers due to professional development
Rising use of AR and VR in education gamification
Global Education Gamification Market report delivers detailed study on the major drivers and restraints for the key players & their impact.
Key Vendors of Education Gamification Market:
Badgeville
Bunchball
Classcraft Studios
GoGo Labs
And many more
Education Gamification market report provides key statistics on the market status of the Education Gamification manufacturers and is a valuable source of guidance and direction for companies and individuals interested in the Education Gamification industry.
Geographical Regions of Education Gamification Market:
Americas
APAC
EMEA
Education Gamification Market report analyses the market potential for each geographical region based on the growth rate, macroeconomic parameters, consumer buying patterns, demand and present scenarios in Education Gamification industry.
Global Education Gamification Market Segmentation by End-Users:
K-12 Education Gamification
Higher Education Gamification
Price of Report: $3500 (Single User License)
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Global Education Gamification market report 2016-2020 explains in depth information about market development trend, analysis of upstream raw materials, downstream demand, and current market dynamics is also carried out. In the end, the report makes some important proposals for a new project of Education Gamification industry before evaluating its possibility.
About 360 Market Updates:
360 Market Sales Updates is the credible source for gaining the market research reports that will exponentially accelerate your business. We are among the leading report resellers in the business world committed towards optimizing your business. The reports we provide are based on a research that covers a magnitude of factors such as technological evolution, economic shifts and a detailed study of market segments.
360MarketUpdates
Ameya Pingaley
+1 408 520 9750
sales@absolutereports.com
Source: EmailWire.Com
Source: EmailWire.com
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