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(Hosting-NewsWire.com, December 27, 2016 ) Education Gamification Market, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years and discussion of the key vendors effective in this market. To calculate the market size, the report considers the revenue generated from the sales of Education Gamification globally.
For further information on this report, please visit- http://www.marketreportsworld.com/10292728
The Education Gamification report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors. The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry.
Following Companies Are Key Players of the Education Gamification Market:
Badgeville Bunchball Classcraft Studios GoGo Labs
Other Prominent Vendors of Education Gamification Market Are:
6waves Fundamentor Gametize GradeCraft
“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.”
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According to the Education Gamification 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.
Report also presents Geographical Segmentation analysis of Education Gamification Market of Americas, APAC, EMEA region.
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Further, the Education Gamification 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.
Key questions answered in Education Gamification market report:
What will the Education Gamification market size be in 2020 and what will the growth rate be? What are the key market trends? What is driving Education Gamification market? What are the challenges to Education Gamification market growth? Who are the key vendors in Education Gamification market space? What are the market opportunities and threats faced by the key vendors? What are the strengths and weaknesses of the key vendors?
No of Pages: 58
Price of Report: $ 2500 (Single User License)
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sales@marketreportsworld.com
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