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Top 3 Emerging Trends in the K-12 Game-based Learning Market in the Next Five Years by Technavio
[August 28, 2017]

Top 3 Emerging Trends in the K-12 Game-based Learning Market in the Next Five Years by Technavio


Technavio's latest report on the global K-12 game-based learning market provides an analysis on the most important trends expected to impact the market outlook from 2017-2021. Technavio defines an emerging trend as a factor that has the potential to significantly impact the market and contribute to its growth or decline.

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Technavio has published a new report on the global K-12 game-based learning market from 2017-2021. ( ...

Technavio has published a new report on the global K-12 game-based learning market from 2017-2021. (Graphic: Business Wire)

The global K-12 game-based learning market is expected to grow at a CAGR of almost 28% through 2021. The rising need to engage students in the learning process to retain skills for a longer duration is anticipated to increase the demand for using immersive teaching methodologies and advanced education technologies. It helps the educators to motivate students for learning curriculum-based content, and concepts by using it as a reward system. Brownie points or badges for winning the games encourage students to strive for better performances as well as deal with failures, which, in turn, could be difficult to achieve in conventional assessments or traditional learning approaches.

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The top three emerging trends driving the global K-12 game-based learning market according to Technavio education research analysts are:

  • Emergence of visual technologies like AR and VR
  • Surging demand for IoT and wearable devices
  • Growing importance of personalized and adaptive learning

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Emergence of visual technologies like AR and VR


"Visual technologies, such as augmented reality and virtual reality, are increasingly becoming popular among the students and educators as the modern K-12 classrooms get revolutionized by new learning methodologies. Vendors are incorporating AR and VR to enhance the educational experience of students by creating immersive learning environments," says Jhansi Mary, a lead analyst at Technavio for research on education technology.

Educators are increasingly using AR and VR content in alignment with the curriculum and games for teaching subjects, including STEM and others, such as social science, arts, and archaeology. For instance, Aurasma and LEGO Connect are augmented reality-based games used for providing interactive and collaborative learning environments in modern K-12 classrooms. Accordingly, these games are expected to augment the market demand for game-based learning across all the grades in K-12 schools.

Surging demand for IoT and wearable devices

"Internet of Things and wearable devices are gradually revolutionizing the way education is being imparted in modern K-12 schools. IoT is expected to convert conventional schools to smart schools and classrooms with various devices connected to each other, performing functions without human intervention. Students will be connected to RFID scanning objects and iPads or tablets with personalized curricula being delivered to their desks," adds Jhansi.

Various companies, including Scanmarker, SMART, IPEVO (News - Alert), and IdeaPaint, are entering the education sector with innovative IoT-based products, including digital highlighters, wireless interactive boards, and dry-erase whiteboard paint. These products are allowing teachers to modify regular classrooms and teaching methodologies into smart classrooms and evolving teaching patterns. IoT and wearable devices are expected to create an immersive learning environment for students as they can connect to a chip attached to a plant in a botanical garden or an animal in a zoological park by using a tablet and learn more about the features.

Growing importance of personalized and adaptive learning

There has been a growing importance of personalized and adaptive learning with the advent of various forms of learning including e-learning and m-learning. Educators are increasingly realizing that one-size-fits-all concept does not work in the modern education system where students have different learning needs and aspirations.

With the increasing adoption of m-learning and e-learning, students can modify the learning patterns by adjusting the difficulty levels, in turn, resulting in increased confidence and strengthened concepts. Hence, the growing adoption of personalized and adaptive learning due to wide acceptance of m-learning and e-learning is anticipated to augment the growth of the game-based learning market in K-12 schools across the world during the forecast period.

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Technavio is a leading global technology research and advisory company. Their research and analysis focuses on emerging market trends and provides actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions.

With over 500 specialized analysts, Technavio's report library consists of more than 10,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio's comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.

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