Increasing adoption of gamification and digital learning, extensive government initiatives for growth of e-learning and learning management systems, rise in cloud adoption among organizations and institutions motivate learners to adopt web-based gamification solutions, and the increasing importance of continuous learning in corporate setups are expected to drive the growth of the gamification in education market.
The global gamification in education market is expected to reach USD 2,345.5 million in 2026, growing at a CAGR of 26.3% during the forecast period.
The gamification in education is a modern educational technique which helps students and employees to motivate to learn using video game design and elements in learning environments. The main aim of gamification in education is to encourage students to learn independently, improve their skills and build a positive student-teacher relationship.
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Extensive government initiatives for growth of E-learning and learning management systems, increasing adoption of gamification and digital learning; Cloud adoption among organizations and institutions motivates learners to embrace web-based gamification alternatives and the growing significance of ongoing learning in corporate environments are the primary drivers for the development of global gamification in the education sector over the forecast period. Moreover, the growing use of AR and VR in gamification and collaborative learning culture incorporate is providing opportunities for employees are expected to enhance the market size. This also expected to open investment opportunities in the global market for the manufacturers in the coming years.
However, low motivation and engagement in the adoption of gamification solutions are expected to hamper the growth of the global gamification in education market during the forecast period. In addition, limited knowledge, lack of qualified trainers and teachers, and lack of improvement in game design and information ownership / precision information norms are key difficulties for global gamification in the education sector throughout the forecast period.