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全球K-12游戏化学习市场报告(2025-2029年)

Global K-12 Game-based Learning Market 2025-2029

加工时间:2025-11-22 信息来源:EMIS 索取原文[219 页]
关键词:游戏化学习;教育内容;电脑或视频游戏;相结合;科学;技术;工程和数学(STEM);语言学习;社会科学
摘 要:

Game-based learning connects educational content with computer or video games and is used by students interested in different subjects, including science, technology, engineering and math (STEM), language learning, and social sciences. It is designed to balance the study of the subject matter with gameplay and has certain defined learning outcomes. Game-based learning helps students learn in an immersive and engaging environment. Moreover, it aids educators in motivating learners to perform and understand complex topics with ease within a limited time. It allows the creation of an imaginative world for learners to plan, analyze, and experience complex realities without much difficulty.


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