Game-based learning to become $55 billion industry in next eight years
Game-based learning to become $55 billion industry in next eight years
October 12, 2022
By Nadine Rogers
Summary
Motivating students to learn through playing games and solving topics boosts the game-based learning market growth during the forecast period.
According to the Polaris Market Research report, the global game-based learning market was valued at US$11.
In education, game-based learning is used in flashcard games, modeling games, interactives, quiz games, riddles, strategy games, and actuality testing games.
Helps problem-solving - Game-based learning can help students solve problems by fostering skills like understanding causation, logic and decision making they can use in life outside of school.
Increases student engagement and motivation - According to research from Katrina Serrano, when teachers incorporate digital game-based learning elements such as feedback, choice and collaboration into their instructional design, students become more engaged and motivated to learn.
Introduces situational learning - Proposed in 1991 by Jean Lave, anthropologist, and Etienne Wenger, a computer scientist, situated learning helps students understand new concepts in the context of their social relationships.
Researcher McKenzi James found that for students with individualised education plans, "Game-based learning is a must to help guide instruction, create a positive environment, and generate academic success and students with autism are more successful and motivated when using computerised games for academic lessons."
Reference
Rogers, N. (2022, October 12). Game-based learning to become $55 billion industry in next eight years. FutureFive New Zealand. Retrieved October 18, 2022, from https://futurefive.co.nz/story/game-based-learning-to-become-55-billion-industry-in-next-eight-years