封面
市場調查報告書
商品編碼
1738687

全球教育遊戲化市場規模(按產品、部署類型、最終用戶、區域範圍和預測)

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個工作天內

價格
簡介目錄

教育遊戲化的市場規模及預測

2024 年教育遊戲化市場規模價值 19.4598 億美元,預計到 2032 年將達到 171.7873 億美元,在 2026-2032 年預測期內的複合年成長率為 31.29%。

  • 教育遊戲化是將遊戲的方面和理念運用到學習環境中,以提高學生的參與度和學習動機的過程。它融合了積分、徽章、排行榜、即時回饋和故事敘述等傳統學術元素,並將其與遊戲化元素結合。
  • 遊戲化在教育中的流行用途包括創建課堂形象、為完成任務或展示學習習慣獎勵徽章、將學習目標轉化為學生可以選擇的任務、將經典遊戲與學校科目聯繫起來等。遊戲化使學習更具吸引力和刺激性,最終目標是提高學生的參與、態度、成績和樂趣。

教育遊戲化的市場動態

影響教育市場遊戲化的關鍵市場動態是:

關鍵市場促進因素

  • 數位學習平台的普及:數位學習平台的快速擴張提升了遊戲化在教育領域的潛力。世界經濟論壇估計,到2025年,全球數位學習市場規模預計將達到3,250億美元,2020年至2025年期間的複合年成長率為7%。數位學習環境的普及為遊戲化策略創造了理想的氛圍,有助於提高學生的參與和學習成果。
  • 擴大認知到遊戲化在改善學習成果方面的有效性:相關人員和機構越來越認知到遊戲化在提高學生學習積極性和知識保留率方面的價值。 《教育科技與社會期刊》發表的一項研究發現,參與遊戲化學習體驗的學生在基於技能的知識評估中的得分比參與傳統學習環境的學生高出14%。
  • 對個人化、自適應學習體驗的需求日益成長:遊戲化使更個人化、反應迅速的教育內容成為可能。美國教育部的國家教育科技計畫強調了個人化學習的重要性,並指出採用個人化學習科技的學校在關鍵學業成就指標上可提高高達30%。遊戲化方法是發展自適應、個人化學習體驗的關鍵工具。

主要問題

  • 抵制變革:傳統教育機構不願採用遊戲化,擔心會擾亂既定流程和現有教學方法。由於缺乏關於遊戲化益處及其在課堂中應用的資訊和理解,教育工作者、管理人員和相關人員難以接受遊戲化。
  • 成本影響:遊戲化工具和平台的初始設定成本對於資金緊張的教育機構來說可能過高,而創建高品質的教育遊戲內容需要某些機構可能無法獲得的特定知識和資源。

主要趨勢

  • 人工智慧整合:遊戲化技術中人工智慧的引入正在徹底改變學習體驗。人工智慧透過根據每個學生的技能水平和興趣量身定做挑戰和獎勵,提供個人化學習,擺脫千篇一律的模式。這一趨勢提高了參與度,確保學習者獲得個人化的教育體驗,最終提升學習成果和學習動力。
  • 高度個人化:隨著遊戲化日益普及,人們越來越重視學習環境的高度個人化。這意味著根據學習者的個人偏好和學習表現數據來客製化遊戲化體驗。利用使用者互動數據,教育平台可以提供與個人學習路徑相對應的特定挑戰和獎勵,從而提高學生的參與度和學習動機,並創造更有效的學習體驗。
  • 物聯網整合:物聯網 (IoT) 與遊戲化的整合改善了互動式和自我調整學習環境。這一趨勢允許從互聯設備即時收集數據,使教育工作者能夠針對特定學生提供個人化的遊戲化培訓。利用物聯網數據,教育工作者可以建立身臨其境型體驗,提供即時回饋,培養批判性思考和解決問題的能力,從而改善教學過程並維持學生的參與。

目錄

第1章 引言

  • 市場定義
  • 市場區隔
  • 調查方法

第2章執行摘要

  • 主要發現
  • 市場概覽
  • 市場亮點

第3章市場概述

  • 市場規模和成長潛力
  • 市場趨勢
  • 市場促進因素
  • 市場限制
  • 市場機會
  • 波特五力分析

第4章 教育遊戲化市場(依部署類型)

  • 本地

5. 教育市場的遊戲化

  • 軟體
  • 服務

第6章 教育領域遊戲化市場(依最終用戶)

  • 學術的
  • 企業培訓

第7章區域分析

  • 北美洲
  • 美國
  • 加拿大
  • 墨西哥
  • 歐洲
  • 英國
  • 德國
  • 法國
  • 義大利
  • 亞太地區
  • 中國
  • 日本
  • 印度
  • 澳洲
  • 拉丁美洲
  • 巴西
  • 阿根廷
  • 智利
  • 中東和非洲
  • 南非
  • 沙烏地阿拉伯
  • 阿拉伯聯合大公國

第8章市場動態

  • 市場促進因素
  • 市場限制
  • 市場機會
  • COVID-19 市場影響

第9章 競爭態勢

  • 主要企業
  • 市場佔有率分析

第10章 公司簡介

  • 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11章 市場展望與機會

  • Emerging Technologies
  • Future Market Trends
  • Investment Opportunities

第12章 市場展望 附錄

  • 簡稱列表
  • 來源和參考文獻
簡介目錄
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