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This market research study identifies GlassLab, Microsoft, Osmo, and PlayGen as the leading players in the global K-12 game-based learning market. A comprehensive analysis of this market is also presented by school level (middle school level, high school level, and elementary school level), by product (subject-specific games, language learning games, and others), and by geography (APAC, Europe, North America, and ROW).
Research analysis on the global K-12 game-based learning market identifies that the growing importance of Science, Technology, Engineering, Mathematics (STEM) learning will be one of the major factors that will have a positive impact on the growth of the market. Technavio’s market research analysts predict that this market will grow at a CAGR of close to 28% by 2021. The demand for educational video games, simulators, and other game-based learning devices to learn STEM subjects are increasing because it encourages students to undergo 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 topics and increases their learning span. Game-based learning benefits both teachers and students in K-12 schools.
North America is witnessing considerable growth in the market for K-12 game-based learning due to the rising awareness of early education and the availability of strong digital infrastructure in schools. The market will continue to grow in the region during the estimated period due to the mass adoption of BYOD policies in K-12 schools. This, in turn, will allow students to use digital game-based learning apps and video games using their tablets, iPads, chrome books, and other devices.
The K-12 game-based learning market is characterized by the presence of many vendors. These vendors are offering games with curriculum-aligned content, which in turn, increases the market penetration of vendors. The vendors are focusing on encouraging student-centric learning by providing games with stimulating solutions for students. Vendors are able to create and offer applications and games with the increasing penetration of smartphones, mobile devices, and other digital platforms. Many players are making efforts to enhance their product portfolio by adopting strategic mergers and acquisitions.
Key vendors in this market are -
Other prominent vendors in the market include Banzai Labs, BrainQuake, Filament Games, Gameloft, iCivics, Infinite Dreams, and Schell Games.
According to the K12 Game-based learning market analysis, the middle school level is witnessing an increasing demand for language learning games due to the growing focus on learning foreign languages. The adoption of DIY games by educators will continue to increase in the middle school levels during the forecast period to encourage collaboration and partnerships. Thi, in turn, will help educators to ensure the social as well as the emotional development of students. Game-based learning helps in the overall personality development of students by strengthening their concepts in subject-specific learning.
Subject-specific games contributed the maximum shares during 2016 due to the rapid increase in awareness about STEM learning in schools across the world. This motivates vendors to develop games such as Waker, Shortfall, and Foldit and increases the K12 game-based learning market value. For instance, reach for the sun is a game created by Filament Games, which is designed to teach students basics of plant biology.
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