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Game-Based Learning Market Trends

  • Report ID: GMI5229
  • Published Date: Aug 2024
  • Report Format: PDF

Game-Based Learning Market Trends

Gamification of the standard curriculum involves integrating game-design elements such as point scoring, leaderboards, and badges into traditional educational content to enhance student engagement and learning outcomes. This approach transforms routine learning activities into dynamic and interactive experiences, encouraging students to participate more actively in their education. Gamification also fosters a sense of competition and collaboration among students. Leaderboards, for instance, can motivate students to improve their performance to rank higher among their peers.
 

Additionally, collaborative games can encourage teamwork and problem-solving skills as students work together to achieve common goals. Educational institutes are collaborating with game developers to gamify the education. For example, in May 2024, FPT IS has partnered with Oxford University Press to innovate in the field of English language learning through gamification. This collaboration aims to create a "Made in Vietnam" educational product that incorporates international standard curriculums alongside a gamified approach to enhance learning experiences.
 

Artificial Intelligence (AI) and adaptive learning technologies are becoming increasingly prominent in game-based learning environments. AI-driven systems analyze individual learner data to tailor educational content and gaming experiences to each student's needs, strengths, and weaknesses. This personalization ensures that students receive challenges appropriate to their skill levels, which enhances their learning experience and improves outcomes. Educational institutes are collaborating with tech companies to develop AI tools for teaching. For example, in May 2024, Khan Academy and Microsoft have announced a partnership aimed at enhancing educational experiences through AI tools, specifically the AI assistant Khanmigo for Teachers.

Authors: Suraj Gujar, Sandeep Ugale

Frequently Asked Questions (FAQ) :

The market size of game-based learning reached USD 23.45 billion in 2023 and is set to register over 14% CAGR between 2024 and 2032, due to increasing support from educational institutions and governments.

The content segment in the game-based learning industry held 58% revenue share in 2023, attributed to the increasing demand from educational institutions and individual learners for tailored and adaptable learning resources.

North America market accounted for 34% revenue share in 2023, driven by advanced technological infrastructure and high adoption rates of digital learning tools.

Duolingo, Cisco Systems Inc., Kahoot! ASA, ELM Learning, Centrical, Gamelearn, and Filament Games.

Game-Based Learning Market Scope

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Premium Report Details

  • Base Year: 2023
  • Companies covered: 25
  • Tables & Figures: 285
  • Countries covered: 21
  • Pages: 200
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