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Higher Education Game Based Learning Market: Size, Share, Growth, Analysis, Key Players, Revenue, Growth | Valuates Reports

12-01-2023 07:12 AM CET | Advertising, Media Consulting, Marketing Research

Press release from: Valuates Reports

Higher Education Game Based Learning Market
Serious games used in higher education are an effective way to engage students in learning activities, since they stimulate cognitive processes like problem-solving and deductive and inductive reasoning abilities. They also improve skills, which are needed for success in professional life, such as decision-making and multitasking. They enable higher education students to acquire knowledge about complex and technical subject matter with greater interest by capturing the attention of students effectively. The learning stance of students is changed from passive learning to active participation.

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Motion-sensing technology can be used to study the motion of the learner while the learning process is in progress and can record inferences accordingly. For instance, the eye-tracking feature can be used to deduce the focus level of the student, while the facial expressions and head positions can be studied to understand the learner's engagement and also the focus level. This helps the instructor to modify the learning environment and content according to the preference of the students. Motion-sensing technology also helps learners practice physical skills or nuances, which can be implemented into the learning activity. For instance, the incorporation of physical movements or activities trains the learner about the optimum force or pressure required for a particular task. This will people the demand for the implementation of gamification in education, especially in the higher education sector.

The global Higher Education Game-based Learning market size is projected to reach US$ XX million by 2027, from US$ XX million in 2020, at a CAGR of XX% during 2021-2027.
With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Higher Education Game-based Learning market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Higher Education Game-based Learning market in terms of revenue.

On the whole, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Higher Education Game-based Learning market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Higher Education Game-based Learning market.

Higher Education Game-based Learning market is segmented by company, region (country), by Type, and by Application. Players, stakeholders, and other participants in the global Higher Education Game-based Learning market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2016-2027.

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https://reports.valuates.com/request/regional/QYRE-Auto-21W6043/Global_Higher_Education_Game_based_Learning_Market_Size_Status_and_Forecast_2021_2027

By Type
• Rognitive Ability-Based Game-Based Learning
• Language Learning-Related Game-Based Learning
• Stem-Based Game-Based Learning

By Application
• Educational Institutions
• Universities
• Training Organizations
• Others

By Company
• McGraw-Hill Education
• PlayGen
• Toolwire
• Totem Learning
• Lumos Labs
• Triseum
• Designing Digitally
• Forio
• Innovative Dutch
• LearningWare

View full report
https://reports.valuates.com/market-reports/QYRE-Auto-21W6043/global-higher-education-game-based-learning

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2. https://reports.valuates.com/market-reports/QYRE-Othe-2X462/global-smart-education-infrastructure
3. https://reports.valuates.com/market-reports/QYRE-Auto-20O13090/global-steam-tutoring

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