The K-12 Game-Based Learning Market is being driven by Growing importance of STEM learning
The K-12 Game-Based Learning Market is expected to grow at a CAGR of 28.1% during 2024 and 2029. During this period, the market is also expected to show a growth of USD 30652.6 million. The K-12 game-based learning market has experienced significant growth due to the increasing prevalence of mobile technologies, particularly smartphones, in both emerging and developed economies. This trend enables educational institutions and corporations to utilize gaming applications compatible with various operating systems, such as iOS and Android, for teaching and training purposes. The integration of mobile learning (m-learning) in the education sector, allowing students to access educational content through mobile applications, has further fueled the demand for game-based learning solutions. Additionally, the widespread adoption of bring your own device (BYOD) policies, particularly in the US, is anticipated to drive sales of game-based learning applications and software, thereby propelling market expansion.
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The market is segmented based on segments_for_ai.nslist
According to Technavio, There are several factors that are causing the market to flourish during the forecast period, which are as follows:
However, the market also witnesses some limitations, which are as follows:
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Market Scope |
|
Report Coverage |
Details |
Page number |
218 |
Base year |
2024 |
Historic period |
2019-2023 |
Forecast period |
2025-2029 |
Growth momentum & CAGR |
Accelerate at a CAGR of 28.1% |
Market growth 2025-2029 |
USD 30652.6 million |
Market structure |
Fragmented |
YoY growth 2024-2025(%) |
24.7 |
Key countries |
US, China, UK, Germany, Canada, France, Brazil, India, Italy, and Japan |
Competitive landscape |
Leading Companies, Market Positioning of Companies, Competitive Strategies, and Industry Risks |
Find out which segment is leading the market by accessing the free PDF report
The K-12 Game-Based Learning Market encompasses the use of engaging multimedia games as technology-driven educational tools for teaching and learning in Preprimary School through High School. This includes Flashcard Games, Quiz Games, Puzzles, Simulation Games, and more. Teachers, parents, and educators employ these games in real-world situations to enhance student engagement. Online and offline options are available, with AI and VR technology, as well as low-cost gaming technology, expanding possibilities. Remote learning and augmented reality also play a role, while data security remains a priority in digital education. Interactive whiteboards and 3D printing are additional tools used to facilitate effective learning experiences.
In the K-12 educational technology sector, game-based learning is a burgeoning market that integrates engaging multimedia games into teaching and learning processes. Firms operating in this space must effectively pitch and profile their offerings to educators, parents, and institutions, ensuring a clear value proposition aligns with real-world educational requirements. Simultaneously, resourcing and communication operations are crucial for streamlining workflows, optimizing resources, and enhancing client engagement through project management, resource planning, and effective communication. By focusing on these areas, firms can increase the perceived value and overall satisfaction of their game-based learning solutions in the education services market.. Industries are leveraging the products belonging to the market for customer engagement, transactional notifications, and promotional offers.
Technavio Research
Jesse Maida
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