Global K-12 Game-based Learning Market to Grow At CAGR of 27.55% Forecast 2017-2021.

Albany, US, 2017-Aug-29 — /EPR Network/ — Market Research Hub (MRH) has recently broadcasted a new study to its broad research portfolio, which is titled as Global K-12 Game-based Learning Market 2017-2021”, 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.

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Research study on the global K-12 game-based learning market recognizes that the growing importance of Science, Technology, Engineering, Mathematics (STEM) education will be one of the major issues that will have a positive impact on the progress of the market. Technavio’s market research analysts forecast that this market will grow at a CAGR of 27.55% during the period 2017-2021. The request for educational video games, simulators, and other game-based learning devices to learn STEM subjects is increasing because it encourages students to experience live projects or real-time activities so that they can learn by experimenting. The incorporation of game-based learning in STEM subjects help students to overcome the fear of failure in STEM-related examinations by boosting their confidence. This in turn, boosts the interest of students in complex subjects and increases their learning span. Game-based learning benefits both teachers and students in K-12 schools.

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

Technavio’s 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

Browse Full Report with TOC: http://www.marketresearchhub.com/report/global-k-12-game-based-learning-market-2017-2021-report.html

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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