Gamification in Education market is projected to record more than 30% growth rate during the forecast period and expected to reach US$ 2 Bn by 2031. Gamification is about transforming the classroom environment and regular activities into a game. In other words, gamification of learning is an educational approach to motivate students to learn by using video game design and game elements in learning environments.
The goal is to maximize enjoyment and engagement through capturing the interest of learners and inspiring them to continue learning. According to the study by Traci Sitzmann, the game becomes the most powerful teaching tool, it increasing the performance and improving skill development by a 20%. Thus, rise in adoption of gamification tools in educations system is expected to drive the market growth in coming years.
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What is Driving Demand for Gamification in Education?
Gamification has been largely used in the education and learning sector for many years. This technology is a developing approach for increasing learners’ motivation and engagement by incorporating game design elements in educational environments.
This technology is becoming increasingly used in educational settings for a number of reasons it ‘makes the hard stuff more fun’, that helps students get motivated and make them more engaged with the subject matter.
Gamification in learning involves using game-based elements such as point scoring, peer competition, team work, score tables to drive engagement, help students adapt new information and test their knowledge. It can apply to school-based subjects, and is also used widely in self-teaching apps and courses, showing that the effects of gamification does not depend on age of students.
Thus, the rise in adoption of Gamification technology in education is drive the market growth.
Growing Number of Mobile Learning Applications would Propel the Market Growth
The education sector has witnessed a drastic change due to new advanced technologies including smartphones and mobile learning applications. The rise in number of mobile learning applications, the growing technological advancements, and the ease of internet access help in providing a personalized learning experience for learners of all types.
Gamification, incorporating gaming elements into non-gaming contexts, is not the new innovation but still in hot demand, while the popularity of mobile learning is inevitable given the technological shift toward untethered devices such as smartphones and tablets.
Using mobile applications and advanced communication tools help students develop their skills by means of using the digital environment. Mobile learning applications is gaining pop
ularity as it is accepted to be an effective technique of delivering lessons and acquiring knowledge as its main strengths are anytime and anyplace. The rise in adoption of mobile learning applications is expected to drive the market growth.
US Demand Outlook for Gamification in Education
The entire education industry in the U.S. is growing extremely rapidly, and the predictions concerning market growth are encouragingly positive. The country have access to an entire spectrum of tech—through the smartphones, through their desktop computer, or other interactive devices. Due to the advanced digital literacy in the country, organizations are continuously adopting and deploying eLearning for their employees.
More than 60 percent high school students in the U.S. leverage only smartphones to search for study and training material. The increasing adoption of cloud-based authoring tools and learning platforms in U.S., along with presence of existing technological infrastructures available in the country make it easier for organizations to leverage the tools and network speeds they have on hand to deliver eLearning modules.
China Demand Outlook for Gamification in Education
There are currently around 1.367 billion people living in China today, of which only 100 million users are actually participating in eLearning opportunities. That means only eight percent of China’s population has access to and participates in eLearning. Still, with 700 million Internet users, the room for growth is huge.
Comparing the numbers for population versus eLearning participants identifies a gap which could be easily closed using prepackaged eLearning, better workforce training, and even the freedom for social networking as part of the learning process. Hence, Chinese government are focusing are investing more on eLearning solutions which would drive the market growth in coming years.
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Who are the Key Gamification in Education Vendors?
Some of the leading vendors offering gamification in education products include
- Microsoft
- MPS Interactive Systems
- Bunchball
- NIIT Ltd
- D2L Corporation
- Cognizant
- Fundamentor
- Top Hat
Key Segments
By Solution:
- Gamification Software
- Cloud-Based
- On-Premises
- Services
- Professional Services
- Managed Services
By End User:
- K-12
- Corporate Training
- Universities
By Region:
- North America
- Latin America
- Europe
- East Asia
- South Asia & Pacific
- Middle East & Africa
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