Why Curriculum Administrators Should Approach Classroom Learning Through Gamification

MagicBox
MagicBox
Published in
2 min readDec 23, 2019

In 2018, the value of the global gamification market stood at $6.8 billion. The popularity of games is such that this market is expected to grow to a value of a whopping $40 billion by 2024. One of the fields where gamification offers great potential for application is education. The good news is that this potential is being increasingly realized. In fact, the value of the gamification in education market is set to grow at a CAGR of 32% from $450 million in 2018 to $1.8 billion in 2023.

Here’s a look at how gaming elements in education can be incredibly helpful for students.

Impact of Gamification on Learning Outcomes

The potential impact of gamification on academic outcomes has been known for a long time. In fact, Dmitri Mendeleev, the Russian scientist who was the first to publish the periodic table, has been known to be one of the first to make use of gamification to make learning easier. But any serious use and research on its impact have begun only in the 21st century. With advancements in EdTech, the K-12 education sector has started to adopt gamification, with the help of digital platforms, such as MagicBox™. Here are some of the benefits that can be gained through gamification:

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MagicBox
MagicBox

MagicBox helps build, distribute digital learning…