K-12 GAME-BASED LEARNING 2018 GLOBAL STATUS, GROWTH OPPORTUNITY, MARKET SIZE, KEY PLAYERS AND FORECA

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 


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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?


 


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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 


 


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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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