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Results for tag: "Serious Gaming"

Serious Games Global Market Report 2024 - Product Thumbnail Image

Serious Games Global Market Report 2024

  • Report
  • February 2024
  • 200 Pages
  • Global
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Global Healthcare Education Market - Product Thumbnail Image

Global Healthcare Education Market

  • Report
  • November 2023
  • 88 Pages
  • Global
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Healthcare Gamification Global Market Report 2024 - Product Thumbnail Image

Healthcare Gamification Global Market Report 2024

  • Report
  • April 2024
  • 175 Pages
  • Global
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Serious gaming in education is the use of video games and other interactive technologies to teach and reinforce educational concepts. It is a growing field that has been gaining traction in recent years, as educators and students alike recognize the potential of using games to engage learners and promote learning. Serious gaming can be used to teach a variety of topics, from basic literacy and numeracy to more complex topics such as history, science, and even coding. It can also be used to teach soft skills such as problem-solving, collaboration, and communication. Serious gaming in education is often used in combination with traditional teaching methods, such as lectures and textbooks, to create a more engaging and interactive learning experience. It can also be used to supplement existing curricula, allowing students to explore topics in more depth and at their own pace. Some companies in the serious gaming market for education include Classcraft, Kahoot!, and BrainPOP. Show Less Read more