Gamification is one of the biggest in education trends right now in education. According to ISTE, “Gamification is about transforming the classroom environment and regular activities into a game” ...
With U.S. colleges and universities battling enrollment declines, many student affairs officials are turning to gamification platforms to meet students where they are and keep up with the evolving ...
Gerilyn Williams, a middle school math teacher in New Jersey, was looking for ways to make math more fun and engaging for her students. She learned about gamification and tried it out in her classroom ...
When classrooms went online in 2020 during the pandemic, gamified learning opportunities grew as a quick and easy way to evaluate the general learning that was happening from student to student.
"Games are more than just tools to pass the time and have fun with your friends. We can find elements of gaming now in other areas of entertainment, digital marketing, the workplace, and lifestyle.
A video game designer takes a hard look at how gamification has spread from video games to many aspects of our daily lives. October 14, 2022 The following is an excerpt from You’ve Been Played: How ...
(MENAFN- GlobeNewsWire - Nasdaq) The global game-based learning market is poised to reach $94.73 billion by 2033, experiencing a CAGR of 20.85% from 2025. Factors such as increasing digitalization, ...
Dublin, Sept. 29, 2025 (GLOBE NEWSWIRE) -- The "Game-based Learning Market Report by Component, Platform Type, Deployment Mode, Game Type, End-User, Countries and Companies Analysis 2025-2033" report ...