At a CAGR of 66.22%, Global Education Gamification Market will grow steadily during 2016-2020: Key Vendors are Badgeville, Bunchball, GoGo Labs etc.

ResearchMoz added Latest Research Report titled ” Global Education Gamification Market 2016-2020 ” to it’s Large Report database.

About Education Gamification

Gamification is the process of implementing game mechanics into non-gaming contexts to drive user engagement and to enhance problem-solving. Points, badges, leaderboards, challenges, and rewards are some examples of game mechanics. Gamification does not create real games but uses game techniques to engage students in comprehensive learning mechanisms.

Technavios analysts forecast the global education gamification market to grow at a CAGR of 66.22% during the period 2016-2020.

Covered in this report
The report covers the present scenario and the growth prospects of the global education gamification market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sales of gamification solutions within the education market.

Request for Sample PDF of Premium Research Report with TOC: https://www.researchmoz.us/enquiry.php?type=S&repid=892947

The market is divided into the following segments based on geography:
Americas
APAC
EMEA

Technavio’s report, Global Education Gamification Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
Badgeville
Bunchball
Classcraft Studios
GoGo Labs

Browse more details @ https://www.researchmoz.us/global-education-gamification-market-2016-2020-report.html

Table of Contents

PART 01: Executive summary
Highlights
PART 02: Scope of the report
Market overview
Top-vendor offerings
Other prominent vendors
PART 03: Market research methodology
Research methodology
Economic indicators
PART 04: Introduction
Key market highlights
PART 05: Market landscape
Market overview
Five forces analysis
PART 06: Market segmentation by end-user
Global education gamification market segmentation by end-users
Global K-12 education gamification market
Global higher education gamification market
PART 07: Geographical segmentation
Global education gamification market by geography
Education gamification market in Americas
Education gamification market in EMEA
Education gamification market in APAC
PART 08: Market drivers
Stronger focus on experiential and inquiry-based learning
Rise of digital badges as credentials
Improvement in game development engines
Need for improved student and faculty experience

About ResearchMoz

ResearchMoz is the world’s fastest growing collection of market research reports worldwide. Our database is composed of current market studies from over 100 featured publishers worldwide. Our market research databases integrate statistics with analysis from global, regional, country and company perspectives. ResearchMoz’s service portfolio also includes value-added services such as market research customization, competitive landscaping, and in-depth surveys, delivered by a team of experienced Research Coordinators.

Contact Us:

Mr. Nachiket Ghumare
90 State Street, Albany NY, United States – 12207
Tel: +1-518-621-2074 / Tel: 866-997-4948 (Us-Canada Toll Free)
Email: sales@researchmoz.us
Follow us on LinkedIn at: http://bit.ly/1TBmnVG
Follow me on Blogger at: http://deep-research-report.blogspot.com/

Designed by CyFocus.com
Powered by CyFocus.net
%d bloggers like this: