The global gamification of the education market is expected to grow at a CAGR of 31.29% from 2021 to 2027. Gamification in learning is a method used to motivate students to learn in a learning environment with the help of video games and game components. Today’s generation has grown with a demand for digital technologies and new approaches to learning. Students are attracted to a game-based learning approach that provides gaming features and helps to make education more enjoyable and efficient. Online learning provides students with a trusted learning experience and an exciting experience for students to explore their curiosity.
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The following players are covered in this report:
- Bluerabbit Edu
- Bunchball Inc.
- Classcraft Studios Inc.
- Cognizant
- D2L Corporation
- Kahoot!
- MPS Interactive Systems Limited
- NIIT
- Paratus Knowledge Ventures Pvt Ltd
- Tophatmonocle Corp
Gamification Education Market is segmented by Type
- Software
- Services
Gamification Education Market is segmented by Application
- Academic
- Corporate Training
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Scope of the Report
The research study analyses the global Biosurgery industry from 360-degree analysis of the market thoroughly delivering insights into the market for better business decisions, considering multiple aspects some of which are listed below as:
Recent Developments
o Market Overview and growth analysis
o Import and Export Overview
o Volume Analysis
o Current Market Trends and Future Outlook
o Market Opportunistic and Attractive Investment Segment
Geographic Coverage
o North America Market Size and/or Volume
o Latin America Market Size and/or Volume
o Europe Market Size and/or Volume
o Asia-Pacific Market Size and/or Volume
o Rest of the world Market Size and/or Volume
Key Questions Answered by Gamification Education Market Report
1. What was the Gamification Education Market size in 2018 and 2019; what are the estimated growth trends and market forecast (2021-2027).
2. What will be the CAGR of Gamification Education Market during the forecast period (2021-2027)?
3.
Which segments (product type/applications/end-user) were most attractive for investments in 2018? How these segments are expected to grow during the forecast period (2021-2027).
4. Which manufacturer/vendor/players in the Gamification Education Market was the market leader in 2018?
5. Overview on the existing product portfolio, products in the pipeline, and strategic initiatives taken by key vendors in the market.
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