According to the latest market study released by Technavio, the global educational toys market is expected to grow at a CAGR of nearly 10% until 2021. The larger educational game market — including corporate training and educational consumer games — raised more than $1.5 billion in venture capital, … Cookie Notice. Key industry players are Aptara, Inc., Meridian Knowledge Solutions, Adobe Systems, Inc., Citrix Education, Microsoft Corporation, SAP SE, Cornerstone, Learning Pool, NetDimensions., Oracle Corporation, Apollo Education Group, Cisco Systems, Inc., Allen Interactions, Inc., and CERTPOINT Systems, Inc. E-Learning Market Size By Technology (Online E-Learning, Learning Management System (LMS), Mobile E-... Access to only 1 person; cannot be shared; cannot be printed, Access for 2 to 5 users only within same department of one company, Access to a company wide audience; includes subsidiary companies or other companies within a group of companies, U.S., Canada, UK, Germany, France, Italy, Spain, Russia, China, India, Japan, Australia, South Korea, Singapore, Brazil, Mexico, Argentina, Chile, Colombia, GCC, South Africa, Technology, Provider, Application, and Region, Adobe Systems Inc., Allen Interactions Inc., Apollo Education Group, Aptara, Inc., Articulate Global, Inc., CERTPOINT Systems Inc., Cisco Systems, Inc., Citrix Education Inc., City & Guilds Group, Cornerstone OnDemand, Inc., D2L Corporation, Intuition Publishing, Kallidus Ltd., Learning Pool, Meridian Knowledge Solutions, Microsoft Corporation, Oracle Corporation, Saba Software, SAP SE, Skillsoft, Corporates upgrading their training programs, Growing demand for online English courses, Rise in government programs and initiatives, Rising penetration of internet and mobile learning, Slow internet connection and poor network, This website is secured by 256-Bit encryption, Comodo, Firewall, Verified Sitelock Malware Protection. Strategic alliances with LMS solution providers are a predominant strategy amongst content developers. 7, SEZ Magarpatta city, Hadapsar Pune - 411013, Cision Distribution 888-776-0942 Game-based learning market revenue worldwide in 2018 and 2024 (in billion U.S. dollars) Badgeville, Bunchball, Gigya, Kuato Studios, Lithium Technologies, Big Door, Captain Up, Crowd Twist, Gamify, IActionable and Pug Pharm are the companies mentioned in this research available at http://www.reportsnreports.com/reports/426172-global-education-gamification-market-research-report-2015-2019.html . According to the analysts at GMI, the virtual classroom technology in the market is expected to grow at a CAGR of 11% during the forecast timespan. With over 500 specialized analysts, Technavio’s report library consists The serious games market is expected to grow from 3.5 billion U.S. dollars in 2018 to 24 billion in 2024. Service orientation is a key mission for us as an organization; our process is guided by the desire to ensure that our clients are provided the best possible solutions in optimal timeframe. The report can help to know the market and strategize for business expansion accordingly. Math and This report is available at a USD 1,000 discount for a limited time The Key Players Profiled in The Report are as Follows: BreakAway, Ltd. the global The program was made available from March 30 - May 15 to a broad array of users including technical professionals, students, developers, architects, and professors. Points, badges, a leaderboard, challenges, and rewards are examples of game mechanics. Get in touch with us for special pricing. market into three major product segments. The World Health Organization (WHO) is also providing digital training to healthcare workers and administration related to virus prevention, control & hygiene. Analysts forecast global education gamification market to grow at a CAGR of 64.34% over the period 2014-2019. memory powers and associating ability. competition. Other prominent vendors simply mentioned in this research include Age of Learning, BenchPrep, DubLabs, and IXL Learning.