LONDON--(BUSINESS WIRE)--According to the latest market study released by Technavio, the global higher education game-based learning market is expected to grow at a CAGR of approximately 14% during the forecast period.
This research report titled ‘Global Higher Education Game-based Learning Market 2016-2020’ provides an in-depth analysis of the market in terms of revenue and emerging market trends. This market research report also includes up to date analysis and forecasts for various market segments and all geographical regions.
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Based on product, the report categorizes the global higher education game-based learning market into four segments. They are:
- STEM-based game-based learning
- Cognitive ability-based game-based learning
- Language learning-related game-based learning
- Others
STEM-based game-based learning
Games have been used in the fields of STEM to mimic realistic phenomena. Such gamification complements traditional learning paradigms by making education more interactive and student-centric. While video, audio, and multimedia graphic content increase the appeal for learners, game-based learning enables students to experience the situation from close quarters and bolsters student engagement. While handling engineering tools, equipment, and machinery might be risky in real life, simulations train students in handling instrumentation, keeping safety issues and hazards at bay. In technology and engineering courses, simulation and serious games enable students to design and construct objects with a view to acquire knowledge about different mechanisms.
“With the evolution of new pedagogical approaches to STEM education, higher education institutions are increasingly emphasizing personalization through online courses and learning resources. Vendors are devising simulations for students of STEM courses, which can supplement traditional classroom courses. The advantage of such online and blended courses is that they are scalable and can cater to the learning needs of a vast number of higher education students irrespective of their locations,” says Jhansi Mary, a lead analyst at Technavio for research on education technology.
Cognitive ability-based game-based learning
The game-based learning market will likely see burgeoning growth from students in the higher education segment who want to improve their cognitive skills. While games for cognitive development were primarily focused on combatting health problems like neurological deficits and age-induced dementia, recent times have seen changes in the types of games offered. Vendors are now building serious games to augment basic cognitive skills.
Vendors, like Lumos Labs, that collaborate with the scientific community to build brain training games have emerged in the market. These games focus on improving memory, planning and problem-solving abilities, math skills, and mental focus. As the trend toward self-monitoring and self-improvement gains ground (known as quantified self), Technavio research analysts expect higher education students to invest in brain training games for their cognitive skill development and also to gain an edge over others in recruitment processes. This is an emerging field of brain training, which is expected to gain traction, as more vendors introduce brain training in their product portfolio. The product segment will also register growth as more research in the field enters the public domain.
Language learning-related game-based learning
Higher education students are investing to improve their fluency in multiple languages and learning foreign languages to stay relevant in a globalized world. To become good professionals who need to interact with clients and employees, students are undertaking language learning courses through games and simulations.
“Most language learning games used to be sold as commercial off-the-shelf products and focused more on entertainment than education. However, educators in education institutions that offer courses in language learning have noticed that integrating commercial language learning games in the curriculum is challenging. Thus, there is a shift toward investing in serious games, which are designed keeping in mind the major elements of language learning and are created specifically for educational purposes,” says Jhansi.
Others
The non-STEM game-based learning segment will grow at a consistent pace and gain traction because an increasing numbers of students are pursuing non-STEM courses that offer lucrative job opportunities. Specialization in fields such as management studies, social sciences, business, general studies, healthcare, and humanities are attracting students.
Universities and colleges that deliver higher education in subjects like business, economics, and finance are incorporating simulations into their curricula to enhance students’ negotiation skills and corporate decision-making abilities. Business simulations enable aspiring managers and analysts to solve real-life business and economic challenges keeping in mind competitive dynamics, macroeconomics scenarios, and concepts like game theory. Non-STEM business simulation games also focus on situations in the field of operations and project management. For instance, Forio offers simulations related to supply chain management, operation management concepts like push-and-pull production, inventory management, and queuing, among others.
The top vendors highlighted by Technavio’s research analysts in this report are:
- McGraw-Hill Education
- PlayGen
- Toolwire
- Totem Learning
Browse Related Reports:
- Global Simulation Learning Market in the Higher Education Sector 2016-2020
- Global Higher Education Market 2016-2020
- Global Game Based Learning Market 2015-2019
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Technavio is a leading global technology research and advisory company. The company develops over 2000 pieces of research every year, covering more than 500 technologies across 80 countries. Technavio has about 300 analysts globally who specialize in customized consulting and business research assignments across the latest leading edge technologies.
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