Authored By: Sarah
13 Aug 2024

 K-12 Game-Based Learning Market Size to grow by USD 30753.3 million between 2024-2028

According to a research report “ K-12 Game-Based Learning Market” by Product (Subject-specific games, Language learning games, Others) Type (Middle school level, High school level, Elementary school level) Geography (North America, Europe, APAC, South America, Middle East and Africa)- Global Forecast to 2028 published by Technavio, the market size is estimated to grow by USD 30753.3 million, at a CAGR of 32.14% during the forecast period. The K-12 market for game-based learning in STEM subjects has experienced substantial growth due to the increasing demand for skills in engineering and technical fields. With an abundance of job opportunities in programming and coding, there is a heightened focus on STEM education in the US. To keep students engaged and foster creativity, educators are employing innovative methods such as game-based learning. Digital platforms offer a plethora of educational games and applications, enabling students to fully immerse themselves in the learning process while enjoying fun activities. This approach not only enhances student engagement but also equips them with essential skills for future careers..

Browse market data tables, figures, and in-depth TOC on “K-12 Game-Based Learning Market” by Product (Subject-specific games, Language learning games, Others) Type (Middle school level, High school level, Elementary school level) Geography (North America, Europe, APAC, South America, Middle East and Africa) Global Forecast to 2028. Download Free Sample

By Product, the Subject-specific games segment is projected to dominate the market size in 2024

The K-12 game-based learning market is experiencing significant growth, with subject-specific games holding a considerable market share. This trend is driven by the increasing emphasis on STEM education in schools worldwide. Vendors are responding to this demand by introducing games like Waker, Shortfall, and Foldit, which cater to students from kindergarten to 12th grade. These games offer valuable opportunities for students to grasp fundamental STEM concepts, thereby establishing a strong educational foundation. For instance, Filament Games' Reach for the Sun game instructs students in plant biology by requiring them to manage water, starch, and nutrients for plant growth.

By Type, Middle school level  segment is expected to hold the largest market size for the year 2024

The K-12 game-based learning market is experiencing significant growth, particularly in the middle school segment. This trend is driven by the increasing demand for STEM education and the adoption of game-based learning solutions to prepare students for higher education. Vendors are continually advancing their technologies to align with evolving curricula, ensuring their content meets stringent educational standards such as the Common Core State Standards before being introduced to students. The rigorous testing and certification process for these games guarantee their educational value, making them an essential tool for K-12 schools in fostering student engagement and academic success.

North America is forecasted to hold the largest market size by region in 2024

The K-12 Game-Based Learning Market represents a significant growth opportunity for businesses, with educational institutions increasingly adopting interactive and engaging learning solutions. This market is driven by the need to enhance student engagement, improve learning outcomes, and prepare students for the digital age. Game-based learning platforms provide an effective means to deliver curriculum content in a fun and interactive manner, making them an essential component of modern education strategies. The market is expected to grow at a robust pace, driven by technological advancements, increasing government investments, and the rising demand for personalized learning solutions.

The K-12 Game-Based Learning Market growth and forecasting report also includes detailed analyses of the competitive landscape of the market growth and forecasting and information about 20 market companies, including:

  • Alphabet Inc.
  • Banzai Labs Inc.
  • BrainQuake Inc.
  • BreakAway Ltd. Inc.
  • Cognitive ToyBox Inc.
  • Filament Games
  • iCivics Inc.
  • Kahoot ASA
  • KILLER SNAILS LLC
  • Kuato Studios
  • Microsoft Corp.
  • MobilizAR Technologies Pvt. Ltd.
  • MONKIMUN Inc.
  • Paratus Knowledge Ventures Pvt. Ltd.
  • Schell Games LLC
  • Smart Lumies Inc.
  • Think and Learn Pvt. Ltd.
  • Thrust Interactive Inc.
  • Tinybop Inc.
  • University of Michigan
.

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Research Analysis Overview

The K-12 Game-Based Learning Market is experiencing significant growth as educators, parents, and teachers embrace technology-driven educational tools to enhance teaching and learning experiences. This market includes interactive whiteboards, digital education, and various types of games such as puzzles, quiz games, simulation games, and flashcard games. The use of game-based learning extends from Preprimary School to High School, both offline and online. Interactive whiteboards and digital education provide a more engaging and interactive learning environment. Advanced technologies like 3D printing, augmented reality, VR technology, AI, and low-cost gaming technology are increasingly being integrated into game-based learning. Data security is a crucial consideration in this digital age to ensure student information is protected. Game-based learning caters to Middle School and High School students by providing engaging multimedia games that simulate real-world situations. These games help students learn in a fun and interactive way, improving student engagement and retention. With remote learning becoming increasingly popular, game-based learning offers an effective solution for educators to deliver effective instruction in a technology-driven manner.

Market Research Overview

The K-12 Game-Based Learning Market is experiencing significant growth as educational institutions embrace interactive digital learning tools to enhance teaching and learning experiences in Primary School, Preprimary School, Middle School, and High School. This market encompasses both online and offline game-based learning solutions, including puzzles, quiz games, simulation games, flashcard games, and more. Hardware and software, such as consoles, tablets, personalized learning experiences, immersive technologies like VR technology, AI, and mixed reality, and high-speed internet are essential components of this market. Game-based learning startups offer digital learning solutions with educational content in STEM education, gamification, cloud-based solutions, and offline game-based learning. Parents, teachers, and educators seek engaging multimedia games that provide personalized learning experiences and immersive learning environments. New technologies like 3D printing, augmented reality, and new immersive learning experiences are also gaining popularity. Data security is a critical concern, and venture capitalists continue to invest in game-based learning solutions to ensure a digital future for education. Remote learning and low-cost gaming technology are also driving the growth of the K-12 Game-Based Learning Market. Real-world situations and teaching and learning through technology-driven educational tools are becoming increasingly important in the digital age. The future of education is here, and game-based learning is leading the way.

Contacts

Technavio Research
Jesse Maida
Media & Marketing Executive
US: +1 844 364 1100
UK: +44 203 893 3200
Email: media@technavio.com
Website: www.technavio.com/

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