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Last Updated: Apr 25, 2025 | Study Period: 2024-2030
Gamification in learning is a technique for encouraging pupils to learn through the use of video games and game elements in the classroom. The current generation, which has grown up with digital technology, calls for a different method of teaching and learning.
Students are drawn to game-based learning methods because they offer gaming aspects and contribute to making education more effective and enjoyable. For a number of reasons, gamification is being employed more frequently in educational settings.
It "makes the hard material more entertaining," which encourages pupils and increases their interest in the subject.
The Global gamified early learning market accounted for $XX Billion in 2021 and is anticipated to reach $XX Billion by 2030, registering a CAGR of XX% from 2022 to 2030.
Pitney Bowes and NIIT Ltd. established a five-year cooperation in which NIIT will provide consulting, demand management, and leadership services, among other management and gamification education market training services.
In accordance with a newly announced business licence agreement, Top Hat will give more than 114,000 students access to the best educational facilities across eight campuses in Indiana.
To gamify learning on the Roblox platform, Makers Lab has unveiled the first-of-its-kind "Meta Village," a digital replica of Pargaon in Maharashtra. Students can learn the fundamentals of computers and Bharat MarkUp Language coding by playing on Roblox with the help of the Meta Village.
Sl no | Topic |
1 | Market Segmentation |
2 | Scope of the report |
3 | Abbreviations |
4 | Research Methodology |
5 | Executive Summary |
6 | Introduction |
7 | Insights from Industry stakeholders |
8 | Cost breakdown of Product by sub-components and average profit margin |
9 | Disruptive innovation in the Industry |
10 | Technology trends in the Industry |
11 | Consumer trends in the industry |
12 | Recent Production Milestones |
13 | Component Manufacturing in US, EU and China |
14 | COVID-19 impact on overall market |
15 | COVID-19 impact on Production of components |
16 | COVID-19 impact on Point of sale |
17 | Market Segmentation, Dynamics and Forecast by Geography, 2022-2030 |
18 | Market Segmentation, Dynamics and Forecast by Product Type, 2022-2030 |
19 | Market Segmentation, Dynamics and Forecast by Application, 2022-2030 |
20 | Market Segmentation, Dynamics and Forecast by End use, 2022-2030 |
21 | Product installation rate by OEM, 2022 |
22 | Incline/Decline in Average B-2-B selling price in past 5 years |
23 | Competition from substitute products |
24 | Gross margin and average profitability of suppliers |
25 | New product development in past 12 months |
26 | M&A in past 12 months |
27 | Growth strategy of leading players |
28 | Market share of vendors, 2022 |
29 | Company Profiles |
30 | Unmet needs and opportunity for new suppliers |
31 | Conclusion |
32 | Appendix |