Researchmoz added Most up-to-date research on "Global Education Gamification Market 2016-2020" to its huge collection of research reports.
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.
Technavios analysts forecast the global education gamification market to grow at a CAGR of 66.22% during the period 2016-2020.
Covered in this report
The report covers the present scenario and the growth prospects of the global education gamification market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sales of gamification solutions within the education market.
The market is divided into the following segments based on geography:
Americas
APAC
EMEA
To Get Sample Copy of Report visit @ http://www.researchmoz.us/enquiry.php?type=S&repid=892947
Technavio's report, Global Education Gamification Market 2016-2020, 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. The report also includes a discussion of the key vendors operating in this market.
Key vendors
Badgeville
Bunchball
Classcraft Studios
GoGo Labs
Other prominent vendors
6waves
Fundamentor
Gametize
GradeCraft
Kuato Studios
Kungfu-Math
Recurrence
Market driver
Stronger focus on experiential and inquiry-based learning.
For a full, detailed list, view our report
Market challenge
Stronger focus on experiential and inquiry-based learning.
For a full, detailed list, view our report
Market trend
Increased awareness among teachers due to professional development.
For a full, detailed list, view our report
Key questions answered in this report
What will the market size be in 2020 and what will the growth rate be?
What are the key market trends?
What is driving this market?
What are the challenges to market growth?
Who are the key vendors in this market space?
What are the market opportunities and threats faced by the key vendors?
What are the strengths and weaknesses of the key vendors?
Make an Enquiry of this report @ http://www.researchmoz.us/enquiry.php?type=E&repid=892947
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.
Technavios analysts forecast the global education gamification market to grow at a CAGR of 66.22% during the period 2016-2020.
Covered in this report
The report covers the present scenario and the growth prospects of the global education gamification market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sales of gamification solutions within the education market.
The market is divided into the following segments based on geography:
Americas
APAC
EMEA
To Get Sample Copy of Report visit @ http://www.researchmoz.us/enquiry.php?type=S&repid=892947
Technavio's report, Global Education Gamification Market 2016-2020, 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. The report also includes a discussion of the key vendors operating in this market.
Key vendors
Badgeville
Bunchball
Classcraft Studios
GoGo Labs
Other prominent vendors
6waves
Fundamentor
Gametize
GradeCraft
Kuato Studios
Kungfu-Math
Recurrence
Market driver
Stronger focus on experiential and inquiry-based learning.
For a full, detailed list, view our report
Market challenge
Stronger focus on experiential and inquiry-based learning.
For a full, detailed list, view our report
Market trend
Increased awareness among teachers due to professional development.
For a full, detailed list, view our report
Key questions answered in this report
What will the market size be in 2020 and what will the growth rate be?
What are the key market trends?
What is driving this market?
What are the challenges to market growth?
Who are the key vendors in this market space?
What are the market opportunities and threats faced by the key vendors?
What are the strengths and weaknesses of the key vendors?
Make an Enquiry of this report @ http://www.researchmoz.us/enquiry.php?type=E&repid=892947
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