Tuesday, September 8, 2009

The $1.5 billion Simulation Based Learning Market

Simulation-Based Learning (SBL) represents the next evolutionary stage of e-Learning where learning is conducted with a computer or mobile device with the added benefit of the interactivity available in an online environment. While e-Learning has depended on visualization in 2D, SBL creates interactivity, not only for 2D but for 3D visualization applications for educational experiences, that dramatically enhances learning and knowledge transfer. SBL is being integrated not only into e-Learning programs but into classrooms and new immersive environments, as well.  Programs utilizing SBL range from biology, engineering, and astronomy to such disciplines as automotive, allied health, manufacturing, energy and mining, to name a few.

The video game industry has not only fueled the market for SBL but has set the expectations of today’s learners for Simulation-Based Learning as a result of their use of interactive experiences through technologies like Nintendo Wii, PlayStation 3, and Xbox 360. As a result, the education market is rapidly expanding and incorporating more advanced, simulation-based 3D learning experiences, enhanced e-Learning solutions and immersive learning environments.  Interactive SBL environments allow learners to be activity engaged in the learning experience moving them from isolated, high-end, yet static tech centers to engaging, scalable, internet connected networks.

SBL Market Size
If we look at the market for both corporate and education, another term often used when referencing SBL is Serious Games.
 - The Serious Games market in 2007 was estimated to be around $400 million per year - just in the US (mostly Educational and Military)
 - The same demand applies to Healthcare providers which will bring the overall figure for the Serious Games to a projection of $1.5 billion by 2012  
-   Additionally, Serious Games are gaining solid traction in Europe and the video game industry is finding more and more business outside the entertainment sector – both indicators of a growing demand for interactive experiences from the consumer to the learner to the corporate environment
The interactive, game-like education and training environments significantly increase the engagement of today's learner compared to traditional training methods, thereby motivating students to become instantly engaged.

Interactive learning offers a more effective and visual communication, collaboration and accelerates knowledge transfer. Educational institutions and organizations who have adopted EON's SBL technology solutions include: the Kentucky Community and Technical College System, the Southeastern Institute of Manufacturing and Technology, Texas State Technical College Waco and Honolulu Community College, to name a few.

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