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市场调查报告书
商品编码
1738687

全球教育游戏化市场规模(按产品、部署类型、最终用户、区域范围和预测)

Global Gamification in Education Market Size By Offering (Software, Services), By Deployment Mode (Cloud, On-premises), By End-User (Academic, Corporate Training), By Geographic Scope And Forecast

出版日期: | 出版商: Verified Market Research | 英文 202 Pages | 商品交期: 2-3个工作天内

价格
简介目录

教育游戏化的市场规模及预测

2024 年教育游戏化市场规模价值 19.4598 亿美元,预计到 2032 年将达到 171.7873 亿美元,在 2026-2032 年预测期内的复合年增长率为 31.29%。

  • 教育游戏化是将游戏的方面和理念运用到学习环境中,以提高学生的参与度和学习动机的过程。它融合了积分、徽章、排行榜、即时回馈和故事叙述等传统学术元素,并将其与游戏化元素结合。
  • 游戏化在教育中的流行用途包括创建课堂形象、为完成任务或展示学习习惯奖励徽章、将学习目标转化为学生可以选择的任务、将经典游戏与学校科目联繫起来等。游戏化使学习更具吸引力和刺激性,最终目标是提高学生的参与、态度、成绩和乐趣。

教育游戏化的市场动态

影响教育市场游戏化的关键市场动态是:

关键市场驱动因素

  • 数位学习平台的普及:数位学习平台的快速扩张提升了游戏化在教育领域的潜力。世界经济论坛估计,到2025年,全球数位学习市场规模预计将达到3,250亿美元,2020年至2025年期间的复合年增长率为7%。数位学习环境的普及为游戏化策略创造了理想的氛围,有助于提高学生的参与和学习成果。
  • 越来越多地认识到游戏化在改善学习成果方面的有效性:相关人员和机构越来越认识到游戏化在提高学生学习积极性和知识保留率方面的价值。 《教育科技与社会期刊》发表的一项研究发现,参与游戏化学习体验的学生在基于技能的知识评估中的得分比参与传统学习环境的学生高出14%。
  • 对个人化、自适应学习体验的需求日益增长:游戏化使更个人化、反应迅速的教育内容成为可能。美国教育部的国家教育科技计画强调了个人化学习的重要性,并指出采用个人化学习科技的学校在关键学业成就指标上可提高高达30%。游戏化方法是发展自适应、个人化学习体验的关键工具。

主要问题

  • 抵制变革:传统教育机构不愿采用游戏化,担心会扰乱既定流程和现有教学方法。由于缺乏关于游戏化益处及其在课堂中应用的资讯和理解,教育工作者、管理人员和相关人员难以接受游戏化。
  • 成本影响:游戏化工具和平台的初始设定成本对于资金紧张的教育机构来说可能过高,而创建高品质的教育游戏内容需要某些机构可能无法获得的特定知识和资源。

主要趋势

  • 人工智慧整合:游戏化技术中人工智慧的引入正在彻底改变学习体验。人工智慧透过根据每个学生的技能水平和兴趣量身定制挑战和奖励,提供个人化学习,摆脱千篇一律的模式。这一趋势提高了参与度,确保学习者获得个人化的教育体验,最终提升学习成果和学习动力。
  • 高度个人化:随着游戏化日益普及,人们越来越重视学习环境的高度个人化。这意味着根据学习者的个人偏好和学习表现数据来客製化游戏化体验。利用使用者互动数据,教育平台可以提供与个人学习路径相对应的特定挑战和奖励,从而提高学生的参与度和学习动机,并创造更有效的学习体验。
  • 物联网整合:物联网 (IoT) 与游戏化的整合改善了互动式和自我调整学习环境。这一趋势允许从互联设备即时收集数据,使教育工作者能够针对特定学生提供个人化的游戏化培训。利用物联网数据,教育工作者可以建立身临其境型体验,提供即时回馈,培养批判性思考和解决问题的能力,从而改善教学过程并维持学生的参与。

目录

第一章 引言

  • 市场定义
  • 市场区隔
  • 调查方法

第二章执行摘要

  • 主要发现
  • 市场概览
  • 市集亮点

第三章市场概述

  • 市场规模和成长潜力
  • 市场趋势
  • 市场驱动因素
  • 市场限制
  • 市场机会
  • 波特五力分析

第四章 教育游戏化市场(依部署类型)

  • 本地

5. 教育市场的游戏化

  • 软体
  • 服务

第六章 教育领域游戏化市场(依最终用户)

  • 学术的
  • 企业培训

第七章区域分析

  • 北美洲
  • 美国
  • 加拿大
  • 墨西哥
  • 欧洲
  • 英国
  • 德国
  • 法国
  • 义大利
  • 亚太地区
  • 中国
  • 日本
  • 印度
  • 澳洲
  • 拉丁美洲
  • 巴西
  • 阿根廷
  • 智利
  • 中东和非洲
  • 南非
  • 沙乌地阿拉伯
  • 阿拉伯聯合大公国

第八章市场动态

  • 市场驱动因素
  • 市场限制
  • 市场机会
  • COVID-19 市场影响

第九章 竞争态势

  • 主要企业
  • 市场占有率分析

第十章 公司简介

  • Middleby Corporation
  • JBT Corporation
  • Illinois Tool Works Inc. (ITW)
  • Marlen International
  • Formax (Provisur Technologies)
  • Bettcher Industries, Inc.
  • Titan Products, Inc.
  • Marel hf
  • Krones AG

第十一章 市场展望与机会

  • Emerging Technologies
  • Future Market Trends
  • Investment Opportunities

第十二章 市场展望 附录

  • 简称列表
  • 来源和参考文献
简介目录
Product Code: 36245

Gamification in Education Market Size and Forecast

Gamification in Education Market size was valued at USD 1945.98 Million in 2024 and is projected to reach USD 17178.73 Million by 2032, growing at a CAGR of 31.29% from 2026 to 2032.

  • Gamification in education is the process of applying game aspects and ideas into learning environments to boost student engagement and motivation. It entails integrating traditional academic components into gaming elements, such as points, badges, leaderboards, instant feedback, and storytelling.
  • Gamification in education is commonly used to create classroom avatars, reward badges for completing tasks or displaying learning habits, transform learning objectives into quests for students to pick from, and tie classic games to school subjects. Gamification strives to make learning more engaging and exciting, with the ultimate goal of increasing student participation, attitude, performance, and enjoyment.

Gamification in Education Market Dynamics

The key market dynamics that are shaping the gamification in education market include:

Key Market Drivers

  • Increasing Adoption of Digital Learning Platforms: The rapid expansion of e-learning platforms has increased the prospects for gamification in education. According to a World Economic Forum estimate, the worldwide e-learning market is expected to reach $325 billion by 2025, rising at a 7% CAGR between 2020 and 2025. This proliferation of digital learning environments creates an ideal atmosphere for gamification tactics to improve student engagement and learning results.
  • Growing Recognition of Effectiveness in Improving Learning Outcomes: Educators and organizations are increasingly recognizing the value of gamification in improving student motivation and knowledge retention. A study published in the Journal of Educational Technology & Society discovered that students who engaged in gamified learning experiences scored 14% higher on skill-based knowledge assessments than those in traditional learning environments.
  • Rising Demand for Personalized and Adaptive Learning Experiences: Gamification enables more personalized and responsive instructional content. The National Education Technology Plan of the United States Department of Education highlights the importance of personalized learning, stating that schools that employ personalized learning methodologies experience up to a 30% improvement in key academic measures. Gamification approaches are important tools for developing adaptable, individualized learning experiences.

Key Challenges:

  • Opposition to Change: Traditional educational institutions are hesitant to adopt gamification due to established procedures and concerns about disrupting present teaching methodologies. The lack of information or comprehension of gamification's benefits and implementation in the classroom impedes its acceptance among educators, administrators, and stakeholders.
  • Cost Repercussions: For educational institutions with limited finances, the initial setup costs associated with gamification tools and platform adoption are too expensive. The creation of high-quality educational game content necessitates specific knowledge and resources, which some institutions find difficult to acquire.

Key Trends:

  • AI Integration: The introduction of artificial intelligence into gamification technologies is revolutionizing learning experiences. AI provides personalized learning by tailoring challenges and rewards to each student's skill level and interests, moving away from a one-size-fits-all model. This trend increases engagement and ensures that learners receive personalized educational experiences, ultimately enhancing learning outcomes and motivation as students interact with content that speaks to their specific needs.
  • Hyper-Personalization: As gamification grows increasingly popular, the emphasis is turning to hyper-personalized learning environments. This concept involves tailoring gamified experiences to learners' individual preferences and performance data. Using data from user interactions, educational platforms can provide particular challenges and rewards that correspond to individual learning paths, driving deeper engagement and motivation among students and creating a more effective learning experience.
  • IoT Integration: The integration of the Internet of Things (IoT) and gamification improves interactive and adaptive learning environments. This trend enables real-time data collection from interconnected devices, allowing educators to personalize gamified workouts for specific students. Using IoT data, educators can provide immediate feedback and build immersive experiences that promote critical thinking and problem-solving abilities, improving the educational process and keeping students engaged.

Global Gamification in Education Market Regional Analysis

Here is a more detailed regional analysis of the gamification in education market:

North America:

  • According to Verified Market Research, North America is estimated to dominate the gamification in the education market over the forecast period. North America is at the forefront of integrating technology into education, making it an ideal environment for gamification. According to a report from the United States Department of Education, 98% of public schools had high-speed internet connectivity in 2019, up from 77% in 2013. This ubiquitous connectivity allows for the adoption of gamified learning platforms throughout educational institutions.
  • Furthermore, the push for STEM (Science, Technology, Engineering, and Mathematics) education in North America is consistent with gamification methods. STEM occupations are expected to rise 8.8% by 2028, whereas non-STEM occupations will grow at a rate of 5.0%. This emphasis on STEM disciplines has resulted in an increased use of gamified learning tools, particularly in these fields, to engage students and improve learning results.

Asia Pacific:

  • The Asia Pacific region is estimated to exhibit the highest growth within the market during the forecast period. The Asia Pacific region has a large youth population, which drives demand for novel educational approaches. According to the United Nations Economic and Social Commission for Asia and the Pacific (ESCAP), the region has 60% of the world's youth population, or over 700 million people aged 15 to 24. This sizable juvenile population presents a significant market for gamified educational solutions designed to interest young students.
  • Furthermore, many countries in the Asia-Pacific region are establishing legislation to support digital education, which is indirectly benefiting the gamification business. For example, India's National Education Policy 2020 stresses the incorporation of technology into education. The initiative seeks to increase higher education's gross enrollment ratio to 50% by 2035, up from 26.3% in 2018. This trend towards digital education creates opportunities for gamified learning solutions to enhance engagement and learning outcomes.

Europe:

  • Europe region is estimated to exhibit substantial growth within the market during the forecast period. Europe has a strong digital infrastructure, which facilitates the use of gamified learning tools. According to Eurostat, in 2021, 90% of EU households have internet connectivity, with 88% having broadband connections. This high level of connectivity lays the groundwork for applying gamification in education throughout the region, thereby propelling market growth.
  • Furthermore, European educational institutions are progressively using individualized learning approaches, which are compatible with gamification strategies. The European Commission's Digital Education Action Plan (2021-2027) highlights the value of tailored learning experiences. According to research conducted by the European Commission, 75% of European instructors agree that digital technology can assist individualized learning. This trend is driving the introduction of gamified instructional tools that may be tailored to particular student needs.

Global Gamification in Education Market: Segmentation Analysis

The Global Gamification in Education Market is segmented based on Offering, Deployment Mode, End-User, and Geography.

Gamification in Education Market, By Offering

  • Software
  • Services

Based on Offering, the Gamification in Education Market is segmented into Software and Services. The software segment is estimated to dominate the gamification in education market due to an increase in demand for gamified learning platforms and tools that make it easier to integrate gaming aspects into educational settings. Educational institutions are increasingly implementing software solutions to improve student engagement and motivation, utilizing features such as progress tracking, reward systems, and interactive content. As technology advances, the software industry is projected to maintain its dominant position, pushing innovation in educational methods.

Gamification in Education Market, By Deployment Mode

  • Cloud
  • On-premises

Based on Deployment Mode, the Gamification in Education Market is segmented into Cloud and On-premises. The on-premises segment is estimated to dominate the market the gamification in education market. This inclination derives from educational institutions' desire to have more control over their data and infrastructure, allowing them to tailor solutions to individual needs while maintaining tight data protection. On-premises systems are especially popular among enterprises with stringent compliance requirements or limited internet connectivity, making them a dependable option for many traditional educational settings.

Gamification in Education Market, By End-User

  • Academic
  • K-12
  • Higher Education
  • Corporate Training
  • Small and Medium Enterprises (SMEs)
  • Large Enterprises

Based on End-User, the Gamification in Education Market is divided into Academic and Corporate Training. The academic segment is estimated to dominate the market over the forecast period. This dominance is being driven by a rising understanding of gamification's usefulness in improving student engagement, motivation, and learning outcomes. Educational institutions are increasingly using gamified tools to provide dynamic and immersive learning experiences, altering traditional teaching approaches. The emphasis on boosting knowledge retention and academic achievement reinforces the academic segment's market leadership.

Gamification in Education Market, By Geography

  • North America
  • Europe
  • Asia Pacific
  • Rest of the World

Based on Geography, the gamification in education market is classified into North America, Europe, Asia Pacific, and the Rest of the World. North America is estimated to dominate during the forecasted period owing to its advanced technical landscape and major investments in educational technology. Gamified learning platforms are being used by regional universities to increase student engagement and motivation. With a strong emphasis on creative learning approaches and increasing acceptance of digital learning tools, North America is well-positioned to dominate the industry, creating an atmosphere suitable for the incorporation of gamification in educational settings.

Key Players

  • The "Gamification in Education Market" study report will provide valuable insight with an emphasis on the global market. The major players in the market are Middleby Corporation, GEA Group AG, JBT Corporation, Illinois Tool Works, Inc. (ITW), Marlen International, Formax (Provisur Technologies), Bettcher Industries, Inc., Titan Products, Inc., Marel hf, and Krones AG.

Our market analysis also entails a section solely dedicated to such major players wherein our analysts provide an insight into the financial statements of all the major players, along with product benchmarking and SWOT analysis. The competitive landscape section also includes key development strategies, market share, and market ranking analysis of the above-mentioned players globally.

  • Gamification in Education Market Recent Developments
  • In September 2023, Classcraft announced the release of additional features to improve its gamification platform for educators. The changes include new analytics tools that will help teachers track student engagement and performance more efficiently. This move is part of Classcraft's continued attempts to incorporate gamification into the classroom, making learning more dynamic and entertaining for students.
  • In October 2023, MPS Interactive announced ambitions to expand its gamified learning products into additional foreign markets. The company intends to use its expertise in educational technology to provide unique gamification solutions that improve learning outcomes. This expansion is projected to dramatically improve the availability of gamified education in areas with a strong demand for digital learning solutions.
  • In August 2023, D2L announced a strategic agreement with a top game development studio to produce immersive learning experiences with gamification components. This cooperation intends to create interactive educational content that engages students and encourages deeper learning using game-based strategies. The relationship demonstrates D2L's dedication to improving educational results through innovative technological solutions.

TABLE OF CONTENTS

1. Introduction

  • Market Definition
  • Market Segmentation
  • Research Methodology

2. Executive Summary

  • Key Findings
  • Market Overview
  • Market Highlights

3. Market Overview

  • Market Size and Growth Potential
  • Market Trends
  • Market Drivers
  • Market Restraints
  • Market Opportunities
  • Porter's Five Forces Analysis

4. Gamification In Education Market, By Deployment Mode

  • Cloud
  • On Premise

5. Gamification In Education Market, By Offering

  • Software
  • Services

6. Gamification In Education Market, By End User

  • Academic
  • Corporate Training

7. Regional Analysis

  • North America
  • United States
  • Canada
  • Mexico
  • Europe
  • United Kingdom
  • Germany
  • France
  • Italy
  • Asia-Pacific
  • China
  • Japan
  • India
  • Australia
  • Latin America
  • Brazil
  • Argentina
  • Chile
  • Middle East and Africa
  • South Africa
  • Saudi Arabia
  • UAE

8. Market Dynamics

  • Market Drivers
  • Market Restraints
  • Market Opportunities
  • Impact of COVID-19 on the Market

9. Competitive Landscape

  • Key Players
  • Market Share Analysis

10. Company Profiles

1. Middleby Corporation

2. GEA Group AG

3. JBT Corporation

4. Illinois Tool Works Inc. (ITW)

5. Marlen International

6. Formax (Provisur Technologies)

7. Bettcher Industries, Inc.

8. Titan Products, Inc.

9. Marel hf

10. Krones AG

11. Market Outlook and Opportunities

  • Emerging Technologies
  • Future Market Trends
  • Investment Opportunities

12. Appendix

  • List of Abbreviations
  • Sources and References