DUBLIN, March 7, 2016 /PRNewswire/ --
Research and Markets (http://www.researchandmarkets.com/research/7sqs5g/global_education) has announced the addition of the "Global Education Gamification Market: Research Report 2015-2019" report to their offering.
The global education gamification market is forecast to grow at a CAGR of 64.34% over the 2015-2019 period.
Commenting on the report, an analyst from the research team said: In recent years, there has been an increase in demand for tablets in the academic sector because of the benefits associated with them. Tablets are overtaking notebooks and desktop PCs as they are available in the market in a wide variety. Based on technology, learning on tablets has become more effective for institutions than learning on mobile devices because their large screen size offers a better learning area.
According to the report, cognitive skills enable students to think effectively, process information quickly, and plan and prioritize accordingly. The development of well-rounded cognitive skills help students to learn quickly and efficiently, and gamification plays a major role in the process.
Further, the report states that challenge faced by institutions is their inability to ensure that students do not get distracted by excess gaming during their academic tenure. Given the fun element involved in gaming, there is a high probability that students might limit their interest and efforts primarily toward educational games.
- What will the market size be in 2019 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 strengths and weaknesses of the key vendors?
- Kuato Studios
- Lithium Technologies
- Big Door
- Captain Up
- Crowd Twist
- Pug Pharm
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Market research methodology
PART 04: Introduction
PART 05: Market landscape
PART 06: Market overview
PART 07: Market segmentation by end-user
PART 08: Geographical segmentation
PART 09: Market drivers
PART 10: Impact of drivers
PART 11: Market challenges
PART 12: Impact of drivers and challenges
PART 13: Market trends
PART 14: Vendor landscape
PART 15: Key vendor analysis
PART 16: Other prominent vendors
PART 17: Appendix
PART 18: About the Author
For more information visit http://www.researchandmarkets.com/research/7sqs5g/global_education
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