At a CAGR of 66.22%, Global Education Gamification Market to Rise over 2016-2020 - Badgeville, Bunchball, Classcraft Studios, GoGo Labs
Gamification is the process of implementing game mechanics into non-gaming contexts to drive user engagement and to enhance problem-solving. Points, badges, leaderboards, challenges, and rewards are some examples of game mechanics. Gamification does not create real games but uses game techniques to engage students in comprehensive learning mechanisms.
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