The Gamification Education Market size is expected to grow at an annual average of 30% during 2021-2027. Gamification of learning is an educational approach that helps learners use video game design and elements in a learning environment to motivate learning. The purpose is enjoyment and participation by catching the learner’s attention and inspiring them to continue learning. The gamification of education helps learners acquire skills or information as they face competition or challenges.
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A full report of Gamification Education Market is available at: https://www.orionmarketreports.com/gamification-education-market-market/49175/
The following segmentation are covered in this report:
By Offering
- Software
- Services
By Deployment Mode
- Cloud
- On-premises
Company Profile
- Bluerabbit Edu
- Bunchball Inc.
- Classcraft Studios Inc.
- Cognizant
- D2L Corporation
- Kahoot!
- MPS Interactive Systems Limited
The report covers the following objectives:
- Proliferation and maturation of trade in the global Gamification Education Market .
- The market share of the global Gamification Education Market , supply and demand ratio, growth revenue, supply chain analysis, and business overview.
- Current and future market trends that are influencing the growth opportunities and growth rate of the global Gamification Education Market .
- Feasibility study, new market insights, company profiles, investment return, revenue (value), and consumption (volume) of the global Gamification Education Market .
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