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全球教育游戏化市场报告(2016-2020年)
Global Education Gamification Market 2016-2020
Gamification is the process of implementing game mechanics into non-gaming contexts to drive user engagement and to enhance problem-solving. Points, badges, leaderboards, challenges, and rewards are some examples of game mechanics. Gamification does not create real games but uses game techniques to engage students in comprehensive learning mechanisms.
PART 01: Executive summary
Highlights
PART 02: Scope of the report
Market overview
Top-vendor offerings
Other prominent vendors
PART 03: Market research methodology
Research methodology
Economic indicators
PART 04: Introduction
Key market highlights
PART 05: Market landscape
Market overview
Five forces analysis
PART 06: Market segmentation by end-user
Global education gamification market segmentation by
end-users
Global K-12 education gamification market
Global higher education gamification market
PART 07: Geographical segmentation
Global education gamification market by geography
Education gamification market in Americas
Education gamification market in EMEA
Education gamification market in APAC
PART 08: Market drivers
Stronger focus on experiential and inquiry-based
learning
Rise of digital badges as credentials
Improvement in game development engines
Need for improved student and faculty experience
PART 09: Impact of drivers
PART 10: Market challenges
Threat from simulation-based learning market
Limitations on curriculum integration
Weak metrics to assess effectiveness of gamification
Skewed awareness of education gamification
PART 11: Impact of drivers and challenges
PART 12: Market trends
Increase in e-learning
Increased awareness among teachers due to
professional development
Rising use of AR and VR in education gamification
PART 13: Vendor landscape
Competitive scenario
Competitive benchmarking
PART 14: Key vendor analysis
Badgeville
Bunchball
Classcraft Studios
GoGo Labs
PART 15: Appendix
List of abbreviations
PART 16: Explore Technavio