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K-12 Game-based Learning Global Industry 2018 Market Share, Trend, Segmentation and Forecast to 2022

February 13, 2018 --


"Global K-12 Game-based Learning Market 2018"
Wiseguyreports.Com Publish New Market Research Report On -“K-12 Game-based Learning Market - Global Industry Analysis, Size, Share, Trends, Growth and Forecast 2018 - 2023”

K-12 Game-based Learning Market 2018

Game-based learning connects educational content with a computer or video games and is used by students interested in subjects, including STEM, language learning, and social sciences. It has been designed to balance subject matter with gameplay, having certain defined learning outcomes. Game-based learning helps the students learn in an immersive and engaging environment. Moreover, it aids the educators in motivating the learners to perform and understand complex topics with ease in limited time.

The analysts forecast the global k-12 game-based learning market to grow at a CAGR of 27.55% during the period 2017-2021.

Covered in this report 

The report covers the present scenario and the growth prospects of the global k-12 game-based learning market for 2017-2021. To calculate the market size, the report presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources.

The market is divided into the following segments based on geography:  • APAC 


• Europe 
• North America 
• ROW

 

Request a Sample Report @ https://www.wiseguyreports.com/sample-request/1930729-global-k-12-game-based-learning-market-2017-2021

 

The report, Global K-12 Game-based Learning Market 2017-2021, 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 
• GlassLab 
• Microsoft 
• Osmo 
• PlayGen

Other prominent vendors 
• Banzai Labs 
• BrainQuake 
• Filament Games 
• Gameloft 
• iCivics 
• Infinite Dreams 
• Schell Games

Market driver 
• Surging investments from venture capitalists 
• For a full, detailed list, view our report

Market challenge 
• Less content-curriculum integration 
• For a full, detailed list, view our report

Market trend 
• Emergence of visual technologies like AR and VR 
• 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?

 

Complete Report Details @ https://www.wiseguyreports.com/reports/1930729-global-k-12-game-based-learning-market-2017-2021

 

Table of Contents –Analysis of Key Points

PART 01: Executive summary 
PART 02: Scope of the report 
PART 03: Research methodology 
PART 04: Introduction 
• Global education technology market 

PART 05: Market landscape 
• Global K-12 game-based learning market 
• Five forces analysis 

PART 06: Geographical segmentation 
• Global K-12 game-based learning market by geography 
• K-12 game-based learning market in North America 
• K-12 game-based learning market in Europe 
• K-12 game-based learning market in APAC 
• K-12 game-based learning market in ROW 

PART 07: Market segmentation by school level 
• Global K-12 game-based learning by school level 
• Global K-12 game-based learning market for middle school level 
• Global K-12 game-based learning market for high school level 
• Global K-12 game-based learning market for elementary school level 

PART 08: Market segmentation by product 
• Global K-12 game-based learning market by product 
• Global K-12 game-based learning market by subject-specific games 
• Global K-12 game-based learning market by language learning games 
• Global K-12 game-based learning market by others 

PART 09: Decision framework 
PART 10: Drivers and challenges 
• Market drivers 
• Market challenges 

PART 11: Market trends 
• Emergence of visual technologies like AR and VR 
• Surging demand for IoT and wearable devices 
• Growing importance of personalized and adaptive learning 

PART 12: Vendor landscape 
• Competitive scenario 
• Competitive benchmarking 

PART 13: Key vendor analysis 
• GlassLab 
• Microsoft 
• Osmo 
• PlayGen 

....Continued

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