The global game-based learning market is poised to reach $94.73 billion by 2033, experiencing a CAGR of 20.85% from 2025.
When classrooms went online in 2020 during the pandemic, gamified learning opportunities grew as a quick and easy way to evaluate the general learning that was happening from student to student.
Gamification and game-based learning have been popular for the last decade and will remain in trend in the future. The statistics show that the game-based learning market is expected to rise from $3.5 ...
Students don’t have to be video game fanatics to appreciate a gamified classroom lesson. When teachers turn a lesson or tough-to-teach concept into a motivational gamed or use a fun competition to ...
Educational Technology Research and Development, Vol. 68, No. 4, Special Issue: Systematic Reviews of Research on Learning Environments and Technologies (August 2020), pp. 1875-1901 (27 pages) ...
With U.S. colleges and universities battling enrollment declines, many student affairs officials are turning to gamification platforms to meet students where they are and keep up with the evolving ...
While some of its early hype has died down, the concept of gamification — rewarding mundane tasks by turning them into games — has not only survived, but thoroughly wedged itself into society. It’s ...
Airlearn is building a presence, positioning its app around guided dialogue and corrective feedback rather than scoreboard ...
DUBLIN--(BUSINESS WIRE)--The "Gamification Market by Type, Offering, Organization Size, Deployment Mode, Application, End-use Industry and Geography - Global Forecast to 2030" report has been added to ...
DUBLIN--(BUSINESS WIRE)--The "E-Learning Market - Global Outlook & Forecast 2024-2029" report has been added to ResearchAndMarkets.com's offering. The E-Learning Market was valued at USD 250 Billion ...
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