Use of game-based AR and VR learning to ameliorate student engagement in the higher education sector

Renewable energy

 

Higher education game-based learning: Key market research findings

  • North America dominates the market geographically
  • The STEM-based learning segment accounts for a majority share of the market’s revenue
  • Key vendors – McGraw-Hill Education, PlayGen, Toolwire, and Totem Learning

Technavio’s market research analysts predict the global higher education game-based learning market to grow at a CAGR of more than 2% between 2016 and 2020. The growth of the market is stimulated by the growing use of motion-sensing technology in game-based learning. Using motion-sensing technology, the movement of the learner can be studied while the learning process is in progress. Furthermore, facial expressions and head positions are also used to examine student engagement and focus level. During 2015, the global higher education game-based learning market was dominated by North America with a market share of around 42%. The implementation of the bring-your-own-devices (BYOD) policy in educational institutions and increased mobile internet browsing by students are some of the factors that are likely to fuel further growth in the higher education game-based learning market in North America during the forecast period.

The new market research report from Technavio presents a breakdown and analysis of the higher education game-based learning segments based on the product.

“Currently, vendors in the market are increasingly using augmented reality (AR) and virtual reality (VR) in game-based learning. AR and VR are being incorporated into game-based learning to create realistic content. These technologies not only find applications in science, technology, engineering, and mathematics (STEM) courses but also in liberal art courses like archaeology and history. They can enhance game-based learning in higher education by improving kinesthetic experiences, which can increase motivation, retention rates, and engagement in students,” says Jhansi Mary, Lead Analyst, Education, Technavio Research.

The STEM-based game-based learning segment accounted for around 48% of the overall market share to become in the key revenue generator in the global market for higher education game-based learning. Gamification complements traditional learning paradigms by making education interactive and student-centric. While the video, audio, and multimedia graphic content increase the appeal for learners, game-based learning enables students to experience the situation from close quarters and bolsters student engagement. In technology and engineering courses, simulation and serious games allow students to design and construct objects, while acquiring knowledge about different mechanisms.

The key vendors in the market include McGraw-Hill Education, PlayGen, Toolwire, and Totem Learning. The vendors in the market are primarily focusing on offering games to improve subject knowledge in fields, such as business management, marketing, operation management, cognitive brain training, language learning, and art courses. Higher education game-based learning is an emerging market and is expected to gain traction at a consistent pace during the forecast period. The market will also witness the entry of several new educational games manufacturers who focus on capitalizing on the growing need of immersive and experiential learning in higher education. This will likely intensify the competition among vendors. The coming years will witness a number of M&As and the emergence of vendors with superior technological capabilities such as expertise in augmented and virtual reality, and will result in market consolidation. To survive the competition and also to retain their share of the market, vendors will have to offer functionalities that address the unique needs of their target customers.

A more detailed analysis is available in the Technavio report, Global Higher Education Game-based Learning Market 2016-2020.

We can customize reports by other regions and specific segments upon request.

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