Market Research Update Global Higher Education Game-based Learning Market
Higher Education Game-based Learning Market by Region, Key Vendors and Forecast To 2020
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.
The market is divided into the following segments based on geography:
-APAC
-Europe
-North America
-ROW
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learning-market-2016-2020
Key vendors:
-McGraw-Hill Education
-PlayGen
-Toolwire
-Totem Learning
Other prominent vendors:
-Lumos Labs
-Triseum
-Designing Digitally
-Forio
-Innovative Dutch
-LearningWare
-OakTree Simulations
-Rosetta Stone
-Triad Interactive Media
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Market Driver:
-Rising enhancement of student and faculty experience
-For a full, detailed list, view our report
Market Challenge:
-Weak metrics to assess effectiveness of games
-For a full, detailed list, view our report
Market Trend:
-Rising use of AR and VR in game-based learning
-For a full, detailed list, view our report
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