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(India.CityRegions.Com, January 21, 2017 ) Higher Education Game-Based Learning Market report 2016-2020 focuses on the major drivers and restraints for the key players. The Higher Education Game-Based Learning market research report is a professional and in-depth study on the current state of Higher Education Game-Based Learning Warming Devices Industry. Analysts forecast the global Higher Education Game-Based Learning Warming Devices market to grow at a CAGR of 13.95% during the period 2016-2020. Browse Detailed TOC, Tables, Figures, Charts and Companies Mentioned in Global Higher Education Game-Based Learning market research report @ http://www.marketreportsworld.com/10279596 The research report covers the present scenario and the growth prospects of the global Higher Education Game-Based Learning industry for 2016-2020. Serious games used in higher education are an effective way to engage students in learning activities, since they stimulate cognitive processes like problem-solving and deductive and inductive reasoning abilities. They also improve skills, which are needed for success in professional life, such as decision-making and multitasking. They enable higher education students to acquire knowledge about complex and technical subject matter with greater interest by capturing the attention of students effectively. The learning stance of students is changed from passive learning to active participation. Key Vendors of Higher Education Game-Based Learning Market: McGraw-Hill Education PlayGen Toolwire Totem Learning Get Sample PDF of Higher Education Game-Based Learning Market Report@ <||>rnhttp://www.marketreportsworld.com/enquiry/request-sample/10279596 The Higher Education Game-Based Learning market report also presents the vendor landscape and a corresponding detailed analysis of the major vendors operating in the market. Higher Education Game-Based Learning market report analyses the market potential for each geographical region based on the growth rate, macroeconomic parameters, consumer buying patterns, and market demand and supply scenarios. Higher Education Game-Based Learning Market Driver: Rising enhancement of student and faculty experience For a full, detailed list, view our report Higher Education Game-Based Learning Market Challenge: Weak metrics to assess effectiveness of games For a full, detailed list, view our report Higher Education Game-Based Learning Market Trend: Rising use of AR and VR in game-based learning For a full, detailed list, view our report Purchase Report @ http://www.marketreportsworld.com/purchase/10279596 Geographical Segmentation Of Higher Education Game-Based Learning Market : Higher Education Game-Based Learning market in Americas Higher Education Game-Based Learning market in APAC Higher Education Game-Based Learning market in EMEA
The report provides a basic overview of the Higher Education Game-Based Learning industry including definitions, segmentation, applications, key vendors, market drivers and market challenges. The Higher Education Game-Based Learning market analysis is provided for the international markets including development trends, competitive landscape analysis, and key regions development status Through the statistical analysis, the report depicts the global Higher Education Game-Based Learning market including capacity, production, production value, cost/profit, supply/demand and import/export. The total market is further divided by company, by country, and by application/type for the competitive landscape analysis. For Any Query, Contact Our Expert @ http://www.marketreportsworld.com/enquiry/pre-order-enquiry/10279596 Key questions answered in Higher Education Game-Based Learning market report: What will the market size be in 2020 and what will the growth rate be? What are the key market trends? What is driving this market? What are the challenges to market growth? Who are the key vendors in this market space? What are the market opportunities and threats faced by the key vendors? What are the strengths and weaknesses of the key vendors? Price of Report: $2500 (Single User License) Ask for Discount @ http://www.marketreportsworld.com/enquiry/request-discount/10279596 List of Exhibits in Higher Education Game-Based Learning market report: Exhibit 01: Product offerings Exhibit 02: Impact of drivers Exhibit 03: Impact of drivers and challenges Exhibit 04: Key countries in each region Exhibit 05: Global Higher Education Game-Based Learning market shares by geographies 2015 Exhibit 06: Global Higher Education Game-Based Learning market shares by geographies 2020 Exhibit 07: Geographical segmentation by revenue 2015 And continued
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