Market Overview:
The Augmented Reality & Virtual Reality Market for Education Industry size is estimated to reach $29 billion by 2030, growing at a CAGR of 11% during the forecast period 2024-2030, according to a recent report published by IndustryARC, titled, “Augmented Reality & Virtual Reality Market for Education Industry – By Offering (Hardware [Sensors, Controllers, Cameras, Others], Software, Services [Managed Services, Professional Services]), By End Devices (Interactive whiteboards, Mobile Computing Devices, Head Mounted displays, Gesture Tracing Device, Head up displays, handheld devices, Projectors & display walls and Others), By Deployment Model (Cloud and On-premises), By Application (Classroom Learning, Corporate Learning Management, Certifications, e-learning, Virtual field trips, Student Recruitment and Others), By End Users (Academic [K-12, Higher Education, Vocational], Corporate [IT & Telecommunication, BFSI, Healthcare & Life sciences, Retail & E-commerce, Government & Public Sector, Others]), By Geography - Global Opportunity Analysis & Industry Forecast, 2024-2030”
Expansion of AR/VR curriculum offerings in K-12 and higher education sectors and Growing demand for immersive and interactive learning experiences in education are fueling the growth of the Augmented Reality & Virtual Reality Market for Education Industry during the forecast period.
Asia Pacific Dominated the Market in 2023:
Asia Pacific accounted for the largest share of 37% of the Augmented Reality & Virtual Reality Market for Education Industry in 2023. The Asia Pacific region is leading the adoption of augmented reality (AR) and virtual reality (VR) in education, fueled by substantial investments in technology and infrastructure. Educational institutions are utilizing these immersive technologies to enhance learning experiences and boost student engagement. In 2023, China's government reported over 100 million registered users on its educational platform, with 36.7 billion views from 2.5 billion visitors. Additionally, government initiatives promoting digital education are accelerating the integration of AR and VR solutions in classrooms. This trend underscores the region's commitment to innovative educational practices.
Augmented Reality & Virtual Reality Market for Education Industry: Key Takeaways
Increasing Adoption of AR And VR Tools to Bridge the Gap Between Theoretical and Practical Knowledge:
The increasing adoption of augmented reality (AR) and virtual reality (VR) tools in education is transforming how theoretical concepts are applied in practical scenarios. These immersive technologies enhance learning experiences by allowing students to interact with complex subjects in a hands-on manner, fostering deeper understanding. By simulating real-world applications, AR and VR bridge the gap between theory and practice, enabling learners to visualize and manipulate content dynamically. Furthermore, educators can tailor experiences to individual learning styles, promoting engagement and retention. As educational institutions embrace these technologies, they are creating more effective and relevant learning environments that better prepare students for professional challenges.
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Growing Emphasis on Personalized and Adaptive Learning Environments:
The growing emphasis on personalized and adaptive learning environments within the augmented reality (AR) and virtual reality (VR) market for education is driven by the need to cater to diverse learning styles and paces. These immersive technologies facilitate tailored educational experiences, enabling educators to customize content and assessments to individual student needs. As a result, learners can engage more effectively, improving retention and understanding. Furthermore, AR and VR tools enhance interactivity, fostering collaboration and experiential learning. This shift towards personalized learning not only promotes student engagement but also empowers educators to utilize data analytics for ongoing improvement and targeted interventions.
Scope of the Report:
Recent Developments:
- In April 2024, Meta launched an educational version of its Quest VR headset, enabling teachers to effectively deploy virtual and augmented reality tools in classrooms. This innovative package allows students aged 13 and older to engage in immersive lessons, exploring environments and experiences that enhance learning beyond traditional methods.
Augmented Reality & Virtual Reality Market for Education Industry: Competitive Landscape
Key companies profiled in the Augmented Reality & Virtual Reality Market for Education Industry are Meta, Samsung, Microsoft, Google Inc., HTC Corporation, EON Reality, Zappar Limited, Lenovo, Sony Corporation, zSpace and others.
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