Gamification is the
process of implementing game mechanics into non-gaming context to engage users
and solve problems. Points, badges, a leaderboard, challenges, and rewards are
examples of game mechanics. Gamification does not create real games but uses
game techniques to engage students toward comprehensive learning.
Technavio's
analysts forecast the global education gamification market to grow at a CAGR of
64.34% over the period 2014-2019.
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Covered in this
report
The report covers the current scenario and the growth prospects of the
global education gamification market for the period of 2015-2019. To calculate
the market size, the report considers revenue generated from the sales of
gamification solutions for the following end-users:
K-12 schools
Higher education institutes
Table
Of Content
PART 01:
Executive summary
Highlights
PART 02: Scope of the report
Market overview
Top-vendor offerings
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PART 03: Market
research methodology
Research methodology
Economic indicators
PART 04:
Introduction
Key market highlights
PART 05: Market
landscape
Evolution of gamification
Process of gamification
Application areas of gamification
PART 06: Market
overview
Cognitive
Emotional
Social
Market size and forecast
Five forces analysis
PART 07: Market
segmentation by end-user
Global education gamification market
segmentation by end-user
Global education gamification market by K-12
schools
Global education gamification market by higher
education institutes
PART 08:
Geographical segmentation
Global education gamification market by
geography 2015-2019
Global education gamification market in
Americas
Global education gamification market in EMEA
Global education gamification market in APAC
PART 09: Market
drivers
PART 10: Impact
of drivers
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