education gamification market to grow at a CAGR of 66.22% during the period 2016-2020.
Gamification is the process of implementing game mechanics into non-gaming contexts to drive user engagement and to enhance problem-solving. Points, badges, leaderboards, challenges, and rewards are some examples of game mechanics.
Gamification does not create real games but uses game techniques to engage students in comprehensive learning mechanisms.
The report covers the present scenario and the growth prospects of the global education gamification market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sales of gamification solutions within the education market.
The market is divided into the following segments based on geography:
Global Education Gamification Market 2016-2020, 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.
Table of Contents
PART 01: Executive summary
PART 02: Scope of the report
Other prominent vendors
PART 03: Market research methodology
PART 04: Introduction
Key market highlights
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