SEATTLE — Gamification is the application of game mechanics to classrooms and other educational settings. According to a new report by the Dublin-based market research firm Research and Markets, the global education gamification market is projected to grow 66 percent by 2020. Gamification does not create games but rather uses game techniques to engage students in comprehensive learning mechanisms.
The rapid growth of the gamification market can be attributed largely to the global e-learning market, one of the fastest-growing markets in the world thanks to increasing access to technology and government aid in emerging economies.
Technavio education analysts have mapped out four trends toward growth in the global education gamification market: experiential learning, inquiry-based learning, the rise of digital badge credentials and improvement in game development engines.
- Experiential Learning
Real life problem solving and the replication of authentic situations through games allow students to participate directly in the learning process and has been shown to solidify theoretical concepts more effectively than traditional methods such as books and lectures.
- Inquiry-Based Learning
In an inquiry-based learning environment, educators encourage students to challenge and redefine theories. Interactive technology plays a significant role in helping students build curiosity and develop a critical approach to learning.
- Digital Badges
A digital badge, or micro-credential, is an indicator of skills and accomplishments earned in a school environment. It can be used as a motivator, proof of achievement, or to provide customized learning and monitoring opportunities. Credly, Open Badge Factory, Pearson Education, and Youtopia are examples of key vendors in the rising digital badge market.
- Evolution of Game Development
The evolution of game design engines is allowing developers to spend more time building the games and improving nuances such as sound, animation, artificial intelligence, networking, and scripting. Better technology will bring more small and medium sized education gamification companies into the market with their innovative digital games.
The realization that immersive learning technology is crucial to student education has revolutionized the global education gamification market. All in all, this is good news. In 2017, gamification is already contributing to the education of thousands. It is improving the quality of student experience, and, according to Research and Markets, it will continue to do so.
– Liliana Rehorn