Here's how game-based learning is impacting higher education, like this man using a virtual reality headset.

8 things pushing the growth of game-based learning


A new analysis takes a look at the innovative technologies and marketplace developments supporting game-based learning and its place in higher education

Revenue for game-based learning and education is projected to reach more than $24 billion by 2024, according to a new market forecast.

Metaari’s 2019-2024 Global Game-based Learning Market study, released by Serious Play Conference, notes that growth in AI game-based learning also is expected to skyrocket, analysts say.

The report notes that game-based learning is defined as a knowledge transfer method using “game play” involving some form of competition (against
oneself or others) and a reward/penalty system that essentially functions as an assessment method to quantify mastery.

Related content: University students who played this game scored higher in calculus

Game-based learning, though, is quite different from gamification. In gamification, game-like features such as badges and points are tacked onto traditional education content. Gamified courses are not games, but legacy products with gaming artifacts.

Sign up for our newsletter

Newsletter: Innovations in K12 Education
By submitting your information, you agree to our Terms & Conditions and Privacy Policy.

Laura Ascione