Game-based learning connects educational content with a computer or video games and is used by students interested in subjects, including STEM, language learning, and social sciences. It has been designed to balance subject matter with gameplay, having certain defined learning outcomes. Game-based learning helps the students learn in an immersive and engaging environment. Moreover, it aids the educators in motivating the learners to perform and understand complex topics with ease in limited time.

The Global K-12 Game-Based Learning Market is estimated to grow at a CAGR of +25% during forecast period.

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K-12 Game-Based Learning market research is an intelligence report with meticulous efforts undertaken to study the right and valuable information. The data which has been looked upon is done considering both, the existing top players and the upcoming competitors. Business strategies of the key players and the new entering market industries are studied in detail. Well explained SWOT analysis, revenue share and contact information are shared in this report analysis.

Companies Profiled in this Report includes:
  • GlassLab
  • Microsoft
  • Filament Games
  • Gameloft
  • Osmo
  • PlayGen
  • Banzai Labs
  • BrainQuake
  • iCivics
  • Infinite Dreams
  • Schell Games
  • And, Many more….
K-12 Game-Based Learning Market Segment by Type:
  • Subject-Specific Games
  • Language Learning Games
  • Others
K-12 Game-Based Learning Market Segment by Application:
  • Pre-primary School
  • Primary School
  • Middle School
  • High School
Get Reasonable Discount on this Premium Report @: https://www.researchnreports.com/ask_for_discount.php?id=151389 K-12 Game-Based Learning market is segmented on the basis of various parameters. The factors which are impacting the market’s growth are studied in detail. The report also presents a overall weaknesses which companies operating in the market must avoid in order to enjoy sustainable growth through the course of the forecast period. Besides this, profiles of some of the leading players operating and encouraging in the growth of the global market are included in the study. Additionally, using SWOT analysis, markets weaknesses and strengths are analyzed. It also helps the report provide insights into the opportunities and threats that these companies may face during the forecast period. Key questions answered in the report includes;
  • What will the market size and the growth rate be in 2021?
  • What are the key factors driving the global K-12 Game-Based Learning market?
  • What are the key market trends impacting the growth of the global K-12 Game-Based Learning market?
  • What are the challenges to market growth?
  • Who are the key vendors in the global K-12 Game-Based Learning market?
  • What are the market opportunities and threats faced by the vendors in the global K-12 Game-Based Learning market?
  • Trending factors influencing the market shares of the APAC, Europe, North America, and ROW.
  • What are the key outcomes of the five forces analysis of the global K-12 Game-Based Learning market?
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