child building an four boxes

Why Community On Demand Can Become A Game-Based Learning & Sustainable Trend In STEAM Education​

Pillar Topic:
Small Business Incubator

Cluster Topics:
Business Development, Curriculum Development, Game-Based Learning, Leadership Development

Why Community On Demand Can Become A Game-Based Learning & Sustainable Trend In STEAM Education

Table of Contents

What Is Community On Demand?

It's Life Skills  A Curriculum A Resume A Business Plan Career Mapping Professional Development Economic Development Strategic Planning Leadership Coaching In A Box

Community On Demand™ is an innovative, game-based learning management system that uses the fun of a card to help learners (at any age) define, measure, build and name up to 63 of their high-demand employability (STEAM/soft) skills.

Employability skills are the core skills and traits that gives us value and makes us desirable to organizations, employers, colleges, hiring managers and teams.

Our Mission

Create an employable workforce that is capable of addressing, reducing and eliminating the impact of socio-economic conditions that negatively impact their local communities

Meet The Developer

Dana Jewel Harris

The NEXT Steps Youth Entrepreneur Program is an award-winning, 501c3 private operating nonprofit foundation located in Atlanta, GA. It was founded in 2008 by Dana Jewel Harris, CEO of The NEXT Steps Small Business Incubator (NS-SBI) and creator of the NEW! Community On Demand™ Learning Management System (LMS).

Dana developed the Community On Demand™ LMS to help learners (at any age) define, measure, build and name up to 63 of their high demand employability skills.  

She blended serious game play with digital technologies, entertainment and entrepreneurship to create learning environments that maximize engagement, strengthen financial literacy, create socio-economic awareness, and develop sustainable, purpose-built communities.  As a result, learners are able to transform their knowledge, capabilities, interests, employability/STEAM/soft skills and achievements into digital credentials, enhanced work-based learning experiences, career-building opportunities  and social enterprises.

The Power of
Community On Demand™

Our learning tools create enhanced work-based learning experiences for our partners in education through job shadowing, mentorship, service-learning, school-based enterprises and entrepreneurship.

Do Better. Think BIGGER!

Knowledge Is Power

Those who know how, will always have a job.

Those who know why, will always be their boss.

Those who know what to do, determine the outcome.

What Is Game-Based Learning?

Global Game-Based Learning Market Drivers

The global game-based learning market reached a value of US$ 5.8 Billion in 2020. Game-based learning aims to motivate students and capture their interest by using video game design and elements in learning environments. Using this method helps in simplifying complex topics and provides an interesting and entertaining pathway for learning. Moreover, it gives ownership of learning to the students, inspires them to switch to a lateral thinking approach, offers them opportunities to study different fields and makes the learning process more viable. As a result, game-based learning is one of the fastest growing trends in the education sector across the globe.

The rising demand for quality education with a modern and interactive approach has resulted in an increase in the adoption of game-based learning techniques by several educational institutions. In addition, the introduction of tablet and e-learning methodologies in schools across the globe has created a positive outlook for the global game-based learning market. Apart from this, an increase in the usage of Augmented Reality (AR) and Virtual Reality (VR) in educational gamification has helped in providing a more immersive and interactive experience. The other factors influencing the growth of the market include the rapid emergence of social media, rising income levels, increasing penetration of smart phones, rising access to high speed internet, etc. Looking forward, IMARC Group expects the global game-based learning market to exhibit strong growth during the next five years.

Market Analysis

Who Are The Buyers?

There are eight Game-based Learning buying segments analyzed in this report:

  • Consumers,
  • Three academic sub-segments (preschools, primary schools, and secondary schools),
  • Tertiary & higher education institutions,
  • Federal government agencies,
  • Provincial/state/prefecture & local government agencies, and
  • Corporations & businesses.

Metaari’s 2019-2024 Global Game-based Learning Market report breaks out the global revenues for each of these segments and provides a detailed breakout by these segments for the US.

The corporate segment has the highest growth rate for learning games at a breathtaking 47.5%. There are two catalysts driving the growth in the corporate segment: the rapid uptake of psychometric job candidate evaluation games and the continued adoption of business simulation games. Revenues will more than double in all eight global buying segments over the forecast period and will surge more than six times in the corporate buying segment. Yet the market drivers are unique to each segment. For example, the corporate demand is being driven by the booming demand for pre-employment assessment and evaluation games; the corporate segment has the highest growth rate out of all eight segments at a breathtaking 47.5%.

By 2024, the consumer Game-based Learning market will essentially be a commodity market; volume sales and revenues will be very high but unit prices will decline. In a commodity market, suppliers tend to compete on price. That said, the demand in the consumer segments across the globe is very high and the revenues for Game-based Learning will be heavily concentrated in the consumer segment throughout the forecast period.

The PreK Segment

The PreK-12 segments are broken out by the three sub-segments because the buying behavior and the user demographics are quite different in each cohort. The demand is being driven by data showing that games in preschool can accelerate the transfer of both developmental abilities and basic academic skills.

Games have been proven to be quite effective at teaching young children social and emotion learning (SEL) skills. The large for-profit preschool chains (particularly in the US and China) are the top buyers of educational games for preschoolers. They license games from commercial Game-based Learning companies.

The revenues for Game-based Learning will spike over five times in four of the eight buying segments over the forecast period. For More Information, eMail: research@metaari.com

Current Trends

The growth rate for serious games in the higher education and tertiary segment is a healthy 15.4%.

Primary & Secondary Markets

The types of games used in the primary and secondary sub-segments are very different as they map to scaffolding curricula. For example, STEM games are more common in middle school and high school programs. Several recent trends could greatly accelerate the adoption (and the revenues) of serious games in the academic segments. Perhaps the most significant catalyst is Microsoft’s entry in the serious games industry when they launched their Minecraft: Education Edition in November 2016. In just one year, they had over two million licensed users across the planet. Microsoft continues to add resource packs (coding and chemistry are the latest) making the platform more attractive to the academic segments. By June 2019, they had over 40 million teacher licenses across 115 countries.

There are other major trends impacting the uptake of Game-based Learning in the global PreK-12 sub-segment:

  • One of the most successful Game-based Learning suppliers in the PreK-12 segments across the planet is Norway’s Kahoot!. In January 2019, they reported that they had surpassed 90 million users. They claim their game is being played by more than half of all US-based PreK-12 students (45 million students). Kahoot! claims to be the fastest growing learning brand in the world with a 75% year-overyear growth rate.
  • In June 2018, Roblox launched their Roblox Education program, which is a Game-based Learning platform. The bundle is free for educational institutions and includes lesson plans. “The curriculum is available now and includes everything educators need to teach kids, ages 10 and up, technical and entrepreneurial skills on Roblox, such as step-by-step tutorials, handouts, lesson guides, and more. Roblox’s roots have always been steeped in STEM education.” Roblox had over 90 million active users by June 2019. In June 2019, they reported that they had ” reached more than 650,000 students worldwide through its education initiatives in 2018, and it expects to more than double that number in 2019.”
  • Ubisoft’s Assassin’s Creed is one of the most popular games in the gaming industry. Their Assassin’s Creed Origins game was released in late 2017 and sold over 1.5 million copies in the first week. In February 2018, Ubisoft launched their new (non-violent) Discovery Tour by Assassin’s Creed: Ancient Egypt game that is “a new educational and entertaining tool which lets anyone explore the The granular
    breakouts of the PreK-12 segment by the three subsegments provide visibility into the demographics and revenue opportunities in specific grade brackets. ” The game is a unique experience at the intersection of entertainment and learning. As both a game and a learning tool, it is quite a unique asset for teachers to integrate as part of their history classes.” According to Ubisoft, “Discovery Tour by Assassin’s Creed: Ancient Egypt” is a completely new type of edutainment tool.

The revenues for Game-based Learning will spike over five times in four of the eight buying segments over the forecast period. For More Information, eMail: research@metaari.com

Projected Growth Rates

The growth rate for serious games in the higher education and tertiary segment is a healthy 15.4%.

1 %
Custom Content
1 %
Authoring
Tools
1 %
RETAIL
GAMES

The growth rate for custom content development services is quite high at 47.5% and revenues will spike over seven times over the forecast period. There is a vibrant (and growing) cottage industry of custom Game-based Learning developers across the planet. The major buyers of custom services are corporations and government agencies although tertiary institutions (particularly business schools) also hire developers to create custom learning games. Corporate-facing custom developers tend to specialize in specific industry verticals. Government facing developers tend to be very specialized. The growth rate for Game-based Learning authoring tools and platforms is a robust 39.3%. Revenues will surge over five times over the forecast period. Dedicated Game-based Learning tools are relatively new on the market but new specialized rapid authoring tools continue to come on the market at a rapid pace. This report identifies over 70 new Game-based Learning tool companies.

Suppliers are bringing authoring tools to the market designed for specific demographics, buying segments, and verticals. For example, tools designed to create educational games for museums and tourist venues are specialized for those verticals. Specialized tools are also available now for preemployment assessment and evaluation games used in the organizational segments. There are highly-specialized authoring tools designed to create games for children. And of course, the tools used to author AR, VR, and AI-based learning games are quite unique and very new on the market. There are at least twelve specialized types of learning game authoring tools and they are identified in this report. The five-year compound annual growth rate for packaged retail games is 31.7%. Revenues for packaged retail educational games (for all eleven types combined) will nearly quadruple over the forecast period. The vast majority of revenues for Game-based Learning will be derived from packaged games throughout the forecast period.

 The educational game framework provides suppliers with a precise method of tapping specific revenue streams and a concise instructional design specification for the development of pedagogically-sound and profitable educational games.

Related Articles

Back To Top