More Demand for Immersive Tech in STEM Game-Based Learning

Published by , September 4, 2017 2:16 am

(THEJournal)  The K–12 game-based learning (GBL) market is expected to grow at a compound annual growth rate of nearly 28 percent through 2021, according to a new forecast from Technavio. The report shows that as the market grows there will likely be more demand for immersive tech that can potentially lead to deeper learning experiences for students, like augmented and virtual reality (AR/VR).
“Visual technologies, such as augmented reality and virtual reality, are increasingly becoming popular among the students and educators as the modern K–12 classrooms get revolutionized by new learning methodologies,” said Jhansi Mary, a lead analyst at Technavio for research on education technology,

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