Research

Trends: STEM Game-based Learning to See Surge in Immersive Tech

The K–12 game-based learning (GBL) market is expected to grow at a compound annual growth rate of nearly 28 percent through 2021, according to a new forecast from Technavio.

The forecast identified GlassLab, Microsoft, Osmo and PlayGen as key vendors that will dominate the K–12 GBL market. Other notable companies to keep an eye on, according to Technavio's education technology researchers, include Banzai Labs, BrainQuake, Filament Games, Gameloft, iCivics, Infinite Dreams and Schell Games.

On THE Journal

The U.S. Department of Education provided funding to Schell Games for an upcoming educational VR game that seeks to better engage high school students in chemistry concepts. Read the full story here.

Three major trends also emerged in the report: First, as the market grows, there will likely be more demand for immersive tech that can potentially lead to deeper learning experiences for students, like augmented and virtual reality (AR/VR).

“Visual technologies, such as augmented reality and virtual reality, are increasingly becoming popular among the students and educators as the modern K–12 classrooms get revolutionized by new learning methodologies,” said Jhansi Mary, a lead analyst at Technavio for research on education technology, in a prepared statement. “Vendors are incorporating AR and VR to enhance the educational experience of students by creating immersive learning environments.”

The researchers cited the growing importance of STEM (science, technology, engineering, mathematics) education as a major driver of growth for the segment, noting in the report:

“The demand for educational video games, simulators and other game-based learning devices to learn STEM subjects is increasing because it encourages students to undergo live projects or real-time activities so that they can learn by experimenting. The incorporation of game-based learning in STEM subjects help students to overcome the fear of failure in STEM-related examinations by boosting their confidence. This in turn, boosts the interest of students in complex topics and increases their learning span.”

Second, the market will see an increased for demand for wearable devices and the Internet of Things (IoT), including digital highlighters and wireless interactive boards from companies like Scanmarker, SMART, IPEVO and IdeaPaint.

“IoT is expected to convert conventional schools to smart schools and classrooms with various devices connected to each other, performing functions without human intervention,” said Jhansi. “Students will be connected to RFID scanning objects and iPads or tablets with personalized curricula being delivered to their desks.”

The final major trend: The K–12 GBL market will see an expansion of personalized and adaptive learning products due to widespread acceptance of m-learning and e-learning.

About the Author

Sri Ravipati is Web producer for THE Journal and Campus Technology. She can be reached at sravipati@1105media.com.

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