Gamification refers to adding game-like elements to lessons or activities and is a strategy that can be used in the classroom to motivate students to learn. Many platforms such as Kahoot! or Prodigy have gained widespread use in the classroom. This popularity is supported by a growing market which is expected “to reach USD 30.7 billion by 2025, growing at a CAGR of 27.4% from USD 9.1 billion in 2020” according to Imaginovation. According to many educational studies, gamification has the ability to increase motivation, participation, and knowledge retention in students, which can lead to improved academic performance. In another statistic by Imaginovation, “Gamification leads to a completion rate that is 15% higher compared to traditional courses”. For this reason, many schools and universities are turning to using gamification and companies are adopting gamified learning for professional development of their employees.
One feature of many educational games is the ability to provide real-time feedback and personalized learning. They have extensive data tracking which can provide feedback to teachers and let them know which topics students are generally struggling with so they can focus more on these topics in class.
If you don’t use gamification in your classroom already, try it out and don’t miss out on the trend!
Edtech Report: Gamification
https://edtechmagazine.com/k12/article/2022/08/what-gamification-and-why-it-trending-k-12-schools-perfcon
Please read through these additional resources for further information!
Additional Resources:
https://teachng.com/publications/gamification-statistics/
https://imaginovation.net/blog/gamification-statistics/
Opportunity Horizon: Gamification in Education
Posted in Market Projections, and Uncategorized
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