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Higher Education Game-based Learning Market Share, Competitive Analysis and Industry Segments Poised for Strong Growth in Future

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  According to this latest study, the growth in the Higher Education Game-based Learning market will change significantly from the previous year. Over the next five years, Higher Education Game-based Learning will register a CAGR in terms of revenue, and the global market size will reach USD in millions by 2028. Higher Education Game-based Learning is an active learning pedagogical approach where games are used to increase student engagement. The student learns from playing the game and promotes critical thinking and problem-solving skills. Game-based learning is not just creating games for students to play, it is designing learning activities that can incrementally introduce concepts, and guide users towards an end goal. Traditional games can incorporate competition, points, incentives, and feedback loops. These concepts have become increasingly popular in higher education and in libraries as a way to engage students in learning. The rising demand for Higher Education Game-Bas...