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 For More Information About This Report: http://www.reportsweb.com/global-higher-education-game-based- 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 Request Sample Copy At: http://www.reportsweb.com/inquiry&RW0001332842/sample 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 Inquire For This Report At: http://www.reportsweb.com/inquiry&RW0001332842/buying Contact Us: