To calculate global education apps market size, this 2015 research considers revenue generated from sales of education apps for end-users including pre-primary schools, primary and secondary schools as well as higher education institutes.
The adoption of gadgets such as tablets and laptops have paved the way for digital textbooks and other online education content in different formats. This has facilitated the implementation of learning management system (LMS) to manage content, student data, and performance assessment, pushing the education apps market growth.Further, the report states that unlike bigger technologies such as LMS, the credibility of most education apps market vendors, apart from the leading vendors, is questionable. Therefore, there is apprehension in including education apps within the learning process, especially in the pre-primary education segment. And yet, since the semi-urban and urban world is witnessing increased mobile connectivity, there exists a huge potential for growth in the global education apps market. Currently, there are more than 3.17 million applications available in various app stores, out of which approximately 15%-16% apps are categorized under education.The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the education apps market.
The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors. Lumos Labs, Duo Lingo, Rosetta Stone, Edmodo and Wiz IQ are education apps companies analyzed at length in this report. Other prominent vendors simply mentioned in this research include Age of Learning, BenchPrep, DubLabs, and IXL Learning. Order a copy of Global Education Apps Market 2015-2019 research report at http://www.reportsnreports.com/Purchase.aspx?name=426935 .Gamification, on the other hand, is a process of implementing game mechanics into non-gaming context to engage users and solve problems. Points, badges, a leaderboard, challenges, and rewards are examples of game mechanics. Gamification does not create real games but uses game techniques to engage students toward comprehensive learning. Analysts forecast global education gamification market to grow at a CAGR of 64.34% over the period 2014-2019.
The report, Global Education Gamification Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. This report covers Americas, APAC, and EMEA; it also covers the landscape of the market and its growth prospects in the coming years. This report includes a discussion of the key vendors operating in this market. To calculate the market size, this report considers revenue generated from the sales of gamification solutions for end-users including K-12 schools and Higher education institutes. Badgeville, Bunchball, Gigya, Kuato Studios, Lithium Technologies, Big Door, Captain Up, Crowd Twist, Gamify, IActionable and Pug Pharm are the companies mentioned in this research available at http://www.reportsnreports.com/reports/426172-global-education-gamification-market-research-report-2015-2019.html .Explore more reports on IT and Telecommunications market athttp://www.reportsnreports.com/market-research/information-technology/ .