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GAMIFICATION IN EDUCATION MARKET Global Industry Analysis, Size, Share, Growth, Trends and Forecasts 2018 - 2028 TMRResearch www.tmrresearch.com
GAMIFICATION IN EDUCATION MARKET 1MARKETOVERVIEW Learning is no longer about reading books or making notes. In the recent years, people have found innovative ways to teach and learn. One such interesting learning element is introducing gaming in education. TMRResearch www.tmrresearch.com
GAMIFICATION IN EDUCATION MARKET 2 DEVELOPMENTS Top Hat, a leading company in the global gamification in education market entered an enterprise agreement with Indiana University. According to the deal, the company will provide best-in-class services to nearly 114,000 students in the university. TMRResearch www.tmrresearch.com
GAMIFICATION IN EDUCATION MARKET 3KEY PLAYERS Bunchball (US), NIIT (India), MPS Interactive (India), Microsoft (US), D2L (Canada), Top Hat (Canada), Classcraft Studios (Canada), Recurrence (US), Fundamentor (India), Cognizant (US), BLUErabbit (Mexico), Google (Grasshopper) (US), Kahoot (Norway), CK-12 (US), Kuato Studios (US) TMRResearch www.tmrresearch.com
GAMIFICATION IN EDUCATION MARKET 4 REGIONAL ANALYSIS Regionally, North America is believed to hold the highest share in the global gamification in education market. The presence of large number of technology companies that are known to develop products in the global gamification in education market is a primary factor for growth here. TMRResearch www.tmrresearch.com
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