K-12 Game-Based Learning Market, Key Vendors, Segment, Growth Opportunities by 2016 to 2030 – openPR | Team Cansler

Global Market for Game-Based K-12 Learning

Overview of the global market for game-based learning

The demand for better student learning is expected to drive the game-based learning market. Game-based learning is an active learning strategy in which students learn more by engaging in games. The game encourages problem solving and critical thinking, which enhances learning. Examples of game-based learning include both digital and analog games, as well as simulations that allow students to interact directly with the curriculum. The game-based learning market is expected to grow as more and more people choose online learning. Due to the need to immediately adjust teaching methods due to the ongoing 2019 coronavirus disease (COVID-19) pandemic, educational institutions at all levels, including those serving students, have been forced to close. Educational institutions are now forced to embrace online learning. Game-based learning is used to make online education more engaging.

Game-Based Learning Market
Immersive technologies such as augmented reality (AR) and virtual reality (VR) are having a positive impact on the education sector by increasing the effectiveness of learning, as well as employee and student engagement and knowledge retention. Innovative technologies are incorporated into their game-based learning modules by market leaders such as Hurix Digital and Gamelearn to help students better understand and gain insight into the disciplines. As a result of integrating these technologies with the real-world stories and assessments of the classroom, students are better able to comprehend various topics with a high level of recall.

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The COVID-19 epidemic has fueled the game-based learning market in FY2020 due to the increasing digitization of the education sector. In 2020, the demand for game-based learning solutions in the education industry increased due to strict lockdown measures by various government agencies, which resulted in the temporary closure of schools and universities. This encouraged students to enroll in various game-based online learning courses that allow teachers and students to view scalable 3D models in real-time, enhancing the learners’ learning experience. Due to the widespread acceptance of these learning solutions for employee training in companies, the market continued to expand.

Global K-12 Game-Based Learning Market: Major Players
Infinite Dreams
Schell games
Banzai Laboratories
filament games

Global K-12 Game-Based Learning Market: Types
0-5 Ages Game Based Learning
6-8 years Play-based learning
9-12 Age Game Based Learning

Global K-12 Game-Based Learning Market: Applications
elementary school
middle school
Secondary school

Global K-12 Game-Based Learning Market: Regional Analysis
All regional segmentation has been studied based on current and future trends and the market is forecast throughout the forecast period. The countries covered in regional analysis of Global K-12 Game-based Learning Market report are USA, Canada and Mexico in North America, Germany, France, UK, Russia, Italy, Spain, Turkey, Netherlands, Switzerland, Belgium , and Rest of Europe in Europe, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, China, Japan, India, South Korea, Rest of Asia Pacific (APAC) in Asia Pacific (APAC), Saudi Arabia, United Arab Emirates Emirates, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as part of Middle East and Africa (MEA) and Argentina, Brazil and Rest of South America as part of South America.

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Key questions answered in this report:
•How has the global market for game-based learning developed so far and how will it develop in the coming years?
• What are the major regional markets in the Global Game-Based Learning Market?
•What is the impact of COVID-19 on the global game-based learning market?
•What is the global game-based learning market segmentation based on platforms?
•How is the global game-based learning market split by revenue type?
•How is the global game-based learning market segmented by end-user?
•What are the different stages in the value chain of the global market for game-based learning?
•What are the key driving factors and challenges in the global game-based learning market?
•How is the global market for game-based learning structured and who are the main players?
•How competitive is the global game-based learning market?

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