Increasing adoption of gamification and digital learning, extensive government initiatives for growth of e-learning and learning management systems, rise in cloud adoption among organizations and increasing importance of continuous learning in corporate setups are expected to drive the growth of gamification in education market.
The global gamification in education market is expected to reach USD 2,345.5 million in 2026, growing at a CAGR of 26.3% during the forecast period.
The gamification in education is a modern educational technique which helps students and employees to motivate to learn using video game design and elements in learning environments. The main aim of gamification in education is to encourage students to learn independently, improve their skills and build a positive student-teacher relationship.
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Extensive government initiatives for growth of E-learning and learning management systems, increasing adoption of gamification and digital learning; Cloud adoption among organisations and institutions motivates learners to embrace web-based gamification alternatives and the growing significance of ongoing learning in corporate environments are the primary drivers for the development of global gamification in the education sector over the forecast period. Moreover, the growing use of AR and VR in gamification and collaborative learning culture incorporate is providing opportunities for employees are expected to enhance the market size. This also expected to open investment opportunities in the global market for the manufacturers in the coming years.
However, low motivation and engagement in the adoption of gamification solutions are expected to hamper the growth of the global gamification in education market during the forecast period. In addition, limited knowledge, lack of qualified trainers and teachers, and lack of improvement in game design and information ownership / precision information norms are key difficulties for global gamification in the education sector throughout the forecast period.
Based on offering, the software segment is expected to dominate the market with nearly 52% share in the global gamification in education market in 2018
Based on deployment mode, the cloud segment accounts of the largest share in the market and is expected to grow at a CAGR of around 32.6% during the forecast period.
Based on end user, the beverage segment accounts of the largest share in the market and held for more than 50% of the total market in 2018.
Based on application, the academic segment is expected to dominate the market during the forecast period
North America accounted for nearly 37% share of the global gamification in education market in 2018
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In August 2019, Top Hat signed partnership agreement with Indiana University. This partnership will provide best-in-class services to nearly 114,000 students in the university.
In July 2018, MPS acquired Tata Interactive Systems (TIS) AG and TIS GmbH. This acquisition expands its marketing and engineering capabilities and expands its presence in the US
In June 2018, NIIT Ltd partnered with Pitney Bowes. The partnership focuses services like managed training, consulting, vendor management, and demand management.
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