The latest independent research document on Global K-12 Game-based Learning Market Size, Status and Forecast with 120+ pages of analysis on business Strategy taken up by key and emerging industry players and delivers know-how of the current market development, landscape, emerging technologies, drivers, opportunities, market viewpoint and Outlook. The Study is segmented by key a region that is accelerating the marketization. The K-12 Game-based Learning study is a perfect mix of qualitative and quantitative Market data collected and validated majorly through primary data and secondary sources.
Key Players in This Report Include:
Kahoot (Norway), Quizlet (United States), Classcraft (Canada), Nearpod (United States), BrainPOP (United States), Legends of Learning (United States), Minecraft: Education Edition (United States), Prodigy (Canada), Breakout EDU (United States), Classcraft (Canada).
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Definition:
Game-based learning in K-12 education refers to the use of digital or non-digital games to facilitate learning among students. Game-based learning can be used to teach a variety of subjects, from math and science to social studies and language arts.In game-based learning, the game itself is used as a teaching tool. Students play the game while learning, and the game’s mechanics, story, and challenges are designed to help them master specific learning objectives. This approach to education can be engaging, interactive, and fun for students, making it an effective way to keep them motivated and interested in their studies.
Market Opportunities:
The K-12 Game-based Learning study cites various market development activities and business strategies such as new product/services development, Joint Ventures, partnerships, mergers, and acquisitions, etc. The K-12 Game-based Learning Market company profiles include Business Overview, Product / Service Offerings, SWOT Analysis, Segment & Total Revenue, Gross Margin, and % Market Share.
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Geographically, the detailed analysis of consumption, revenue, market share, and growth rate of the following regions:
Asia-Pacific (Vietnam, China, Malaysia, Japan, Philippines, South Korea, Thailand, India, Indonesia, Australia, and Others)
Europe (Germany, Russia, the UK, Italy, France, Spain, Belgium, Netherlands, Switzerland, Nordic Nations, and the Rest of Europe.)
North America (the United States, Mexico, and Canada)
South America (Brazil, Argentina, Chile, Rest of South America)
The Middle East and Africa (GCC Countries, Turkey, Israel, South Africa, Egypt, and the Rest of MEA)
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Extracts from Global K-12 Game-based Learning Market Study:
1. Market Snapshot
2. Global K-12 Game-based Learning Market Factor Analysis
– Value Chain Analysis
– Growth Drivers, Trends, and Challenges
– Porter 5- Forces Analysis
– PESTEL Analysis
3.K-12 Game-based Learning Market by Type (2019-2030) [Flashcard games, Simulation games, Quiz games, Puzzles, Others]
4. Market by Applications/ End Users (2019-2030) [Pre-Primary, Primary, High School]
5.K-12 Game-based Learning Market: Country Landscape
6. Market Size Breakdown for Each Country
7. Competitive Landscape
– Market Share Analysis by Players
– Company Profiles
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