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K-12 Game-based Learning Market to Witness Stunning Growth with 23.5% CAGR

10-26-2023 01:01 PM CET | Media & Telecommunications

Press release from: USD Analytics

K-12 Game-based Learning Market

K-12 Game-based Learning Market

The K-12 Game-based Learning Market study with 65+ market data Tables, Pie charts & Figures is now released by USD Analytics. The research assessment of the Market is designed to analyze futuristic trends, growth factors, industry opinions, and industry-validated market facts to forecast till 2030. The market Study is segmented by key a region that is accelerating the marketization. This section also provides the scope of different segments and applications that can potentially influence the market in the future. The detailed information is based on current trends and historic milestones.

Some of the major key players covered: BrainPOP, Quizlet, Classcraft, Kahoot, Nearpod, Legends of Learning, Classcraft, Minecraft Education, Breakout EDU, Prodigy

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Definition:

K-12 Game-based Learning, often referred to as educational game-based learning, is an innovative pedagogical approach that incorporates video games, digital simulations, and interactive activities into the K-12 (kindergarten through 12th grade) educational curriculum. This method leverages the engaging and interactive nature of games to enhance students' learning experiences and outcomes. Game-based learning in K-12 education involves the use of educational games and digital applications designed to align with educational objectives and curricula. These games are tailored to specific subjects and topics, providing students with an enjoyable and immersive way to acquire knowledge, develop problem-solving skills, critical thinking abilities, and collaborate with peers. It aims to make learning more engaging, motivating, and effective, catering to the digital-native generation of students by merging entertainment and education in the classroom.
The estimated global market size for K-12 Game-based Learning is projected to experience a significant growth rate of 23.5% during the forecast period spanning from 2023 to 2030.

Browse the Report content @ https://www.usdanalytics.com/industry-reports/k-12-game-based-learning-market

Stay informed about the latest K-12 Game-based Learning market trends to maintain a competitive edge by sizing up with open business opportunities in K-12 Game-based Learning Market segments and emerging territories.

The K-12 Game-based Learning Market research compliments and examines the disrupting forces and their role, and structure in a competitive environment for financial institutions and the markets. The K-12 Game-based Learning' transformation in consumers' engagement with financial services is mirrored from the supply side. To provide further guidance on how these trends are factored into the market trajectory; the K-12 Game-based Learning scope provides market size & estimates.

By Type: (Flashcard Games, Simulation Games, Quiz Games, Puzzles, Others)

By Application: (Pre-Primary, Primary, High School)

By Platform: (Online, Offline)

By End User: (Consumer, Government, Enterprises)

Regional Breakdown Covers Market Size by Following Country in Global Outlook:

• North America Country (United States, Canada)
• South America (Brazil, Argentina, Peru, Chile, Rest of South America)
• Asia-Pacific (China, Japan, India, South Korea, Australia, Singapore, Malaysia, Indonesia, Thailand, Vietnam, Others)
• Europe (Germany, United Kingdom, France, Italy, Spain, Switzerland, Netherlands, Denmark, Sweden, Finland, Belgium, Rest of Europe)
• Rest of World [United Arab Emirates, Saudi Arabia (KSA), South Africa, Egypt, Turkey, Israel, Others]

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The study objectives of this report are:
-To analyse global K-12 Game-based Learning Market status, future forecast, growth opportunity, key market, current size, share investments and key players.
-To present the K-12 Game-based Learning Market development in United States, Europe, South East Asia and China.
-To strategically profile the key players and comprehensively analyse their development plan and strategies.
-To define, describe and forecast the market by product type, end-users and key regions.

Furthermore, the years considered in the K-12 Game-based Learning Market study are as follows:
Historical year - 2018-2022
Base year - 2022
Forecast period** - 2023 to 2030 [** unless otherwise stated]

FIVE FORCES & PESTLE Analysis:
A five-force study is performed in order to better comprehend the dynamics of the market. This analysis focuses at the bargaining power of suppliers, the bargaining power of consumers, threat of new competitors Threats of substitution and competition.
• Political (Trade, budgetary, and tax policies, as well as political equilibrium)
• Economical (Interest rates, employment or unemployment rates, the price of raw materials, and exchange rates all play a role)
• Social (Changes in attitudes, family demography, educational attainment, cultural trends, and way of life)
• Technological (Automation, research, and development, as well as modifications to digital or mobile technologies)
• Legal (Laws governing employment, consumer protection, health and safety, and international as well as trade limitations)
• Environmental (Environmental factors, recycling methods, carbon footprint, trash management, and sustainability)

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Thanks for reading this article; With the aid of reliable sources, all of the conclusions, information, and data included in the study have been verified and confirmed. You can also get individual chapter wise section or region wise report version like North America, Europe or Asia Pacific.

Contact Us:
Harry (Business Consultant)
USD Analytics Market
Phone: +1 213-510-3499
sales@usdanalytics.com

About Author:
USD Analytics is a leading information and analytics provider for customers across industries worldwide. Our high-quality research publications connected market. intelligence databases, and consulting services support end-to-end support our customer research needs.

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