Designing Digitally
01/25/2017
A good investment includes the element of long-term viability.
As game based learning becomes an increasingly larger part of education at all levels, more and more elearning companies are putting forth products that offer opportunities for continued growth.
Elearning products were a $2.6 billion global industry in 2016. As educational avenues in elearning increase, that number is expected to grow in the coming years.
This enormous growth transpired because elearning companies continue to prove their products are effective learning tools, from elementary to high school classrooms, as well as college and corporate training.
There are many benefits to game-based learning. A few of them are:
Once the value in game based learning has been established, the question becomes, “In what area should I invest?”
Elearning companies produce two main types of games: long-form and short-form.
As the name suggests, long-form games last a longer period of time. It may be over a full school year or be part of a curriculum spanning across several grade levels.
Short-form games generally focus on one skill and are used in conjunction with other learning experiences. They can be completed quickly, usually in one sitting, though they may be used over and over again.
The smartest place to invest seems to be short-form games.
Their use as supplemental materials to a larger curriculum seems to make them a safer bet than long-form games.
Game-based learning is no longer a novelty, but rather a normal part of the educational experience. Revenue in this sector is expected to reach $7.3 billion by 2021.
Because there are abundant opportunities for success, the future focus of elearning companies should be on learning games that supplement the established curriculum while adding their own unique benefits.
There is no indication that advancements in technology are going to slow down anytime soon. The same can be said for educational theory. Educators of all kinds are constantly seeking the best mode of transferring knowledge to their learners.
From what the market has shown up to this point, the worlds of education and technology are coming together to prove that games are no longer just for entertainment.