Global Game-based Learning Market
Global Game-Based Learning Markets Report 2022-2027: Rising Adoption of Digital Learning Solutions with Minecraft, Layup, Centrical and Gametize Dominating
December 09, 2022 04:18 ET | Research and Markets
Dublin, Dec. 09, 2022 (GLOBE NEWSWIRE) -- The "Game-Based Learning: Global Markets" report has been added to ResearchAndMarkets.com's offering. This report provides an overview of the GBL market...
Prodigy Education
Top of the Class! Prodigy Math Named Top Supplemental Education Platform in United States
August 31, 2022 08:01 ET | Prodigy Education
TORONTO, ON, Aug. 31, 2022 (GLOBE NEWSWIRE) -- Prodigy Education ('Prodigy'), leaders in game-based learning, are excited to announce that their math game has been named one of the most popular...
North American Education Apps Market
North American Education Apps Market to Reach $38.7 Billion Value by 2028
June 23, 2022 08:08 ET | Research and Markets
Dublin, June 23, 2022 (GLOBE NEWSWIRE) -- The "North America Education Apps Market Forecast to 2028 - COVID-19 Impact and Regional Analysis by Type, Application, and Delivery Type" report has been...
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Global Serious Games Market Report to 2030 - Players Include Breakaway, Designing Digitally and Diginext
June 15, 2022 05:18 ET | Research and Markets
Dublin, June 15, 2022 (GLOBE NEWSWIRE) -- The "Serious Games Market by Gaming Platform, Application, Industry Vertical, and Region: Global Opportunity Analysis and Industry Forecast, 2021-2030"...
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Read to Lead Receives $1.5 Million From the New York Life Foundation to Empower More Middle School Youth
March 09, 2022 10:15 ET | Read to Lead
NEW YORK, March 09, 2022 (GLOBE NEWSWIRE) -- The New York Life Foundation's latest grant of $1.5 million over the next two years will enable Read to Lead to expand its community of educators and...
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Serious Games Market to Garner $32.72 Billion by 2030: Allied Market Research
March 09, 2022 08:09 ET | Allied Market Research
Portland, OR , March 09, 2022 (GLOBE NEWSWIRE) -- As per the report published by Allied Market Research, the global serious games market was pegged at $5.94 billion in 2020, and is expected to reach...
Global Game-Based Learning Market
Global Game-Based Learning Market Research Report 2022-2026 - The Need for Increased Learner Engagement Driving the Market Growth
March 02, 2022 04:18 ET | Research and Markets
Dublin, March 02, 2022 (GLOBE NEWSWIRE) -- The "Game-Based Learning Market with COVID-19 Impact, by Component (Solution and Services), Game Type, Deployment Mode (On-premises and Cloud), End User...
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Insights on the E-Learning Africa Market to 2027 - by Product Type, Technology, Sector and Country
February 16, 2022 05:28 ET | Research and Markets
Dublin, Feb. 16, 2022 (GLOBE NEWSWIRE) -- The "Africa E-Learning Market: Industry Trends, Share, Size, Growth, Opportunity and Forecast 2022-2027" report has been added to ResearchAndMarkets.com's...
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Read to Lead Wins $50,000 in Additional Funding Through AT&T's Accelerator Pitches With Purpose Competition
December 15, 2021 09:45 ET | Read to Lead
NEW YORK, Dec. 15, 2021 (GLOBE NEWSWIRE) -- Read to Lead, an ed-tech nonprofit that empowers middle school students to develop their literacy, life, and career skills through game-based learning,...
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World Game-Based Learning Market Report 2021-2026
June 23, 2021 07:23 ET | Research and Markets
Dublin, June 23, 2021 (GLOBE NEWSWIRE) -- The "Game-Based Learning Market - Forecasts from 2021 to 2026" report has been added to ResearchAndMarkets.com's offering. The global game-based learning...