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    AR VR in Education Market

    ID: MRFR/ICT/9350-HCR
    141 Pages
    Shubham Munde
    October 2025

    Augmented and Virtual Reality in Education Market Research Report Information by Offering (Hardware (Sensors, Controllers, Cameras, and VR headset), Software, Services (Managed Services and Professional Services)) Devices (Interactive Whiteboards, Mobile Computing Devices, Head Mounted displays) Application (Classroom Learning, Corporate Learning Management, e-learning, Corporate (Telecommunications and IT, Healthcare, Retail and Ecommerce, Banking, Financial Services, and Insurance, Manufacturing) and Regions -Forecast till 2035

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    AR VR in Education Market Summary

    As per MRFR analysis, the Augmented and Virtual Reality in Education Market was estimated at 4.58 USD Billion in 2024. The Augmented and Virtual Reality in Education industry is projected to grow from 5.533 USD Billion in 2025 to 36.61 USD Billion by 2035, exhibiting a compound annual growth rate (CAGR) of 20.8 during the forecast period 2025 - 2035.

    Key Market Trends & Highlights

    The Augmented and Virtual Reality in Education Market is experiencing robust growth driven by technological advancements and increasing demand for immersive learning solutions.

    • The market witnesses increased adoption of immersive learning tools, particularly in North America, which remains the largest market.
    • There is a notable focus on personalized learning experiences, especially within the Asia-Pacific region, recognized as the fastest-growing area.
    • Integration of collaborative learning environments is becoming prevalent, with solutions emerging as the largest segment in the market.
    • Enhanced engagement and retention, alongside technological advancements, are key drivers propelling the growth of both cloud and hardware segments.

    Market Size & Forecast

    2024 Market Size 4.58 (USD Billion)
    2035 Market Size 36.61 (USD Billion)
    CAGR (2025 - 2035) 20.8%

    Major Players

    Meta Platforms (US), Google (US), Microsoft (US), Apple (US), Samsung (KR), Unity Technologies (US), HTC (TW), Niantic (US), Pico Interactive (CN)

    AR VR in Education Market Trends

    The Augmented and Virtual Reality in Education Market is currently experiencing a transformative phase, characterized by the integration of immersive technologies into educational frameworks. This evolution appears to be driven by a growing recognition of the potential benefits these technologies offer in enhancing learning experiences. Educators and institutions are increasingly exploring how augmented and virtual reality can facilitate interactive learning, foster engagement, and improve knowledge retention among students. As a result, there is a noticeable shift towards adopting these technologies across various educational settings, from primary schools to higher education institutions. Moreover, the market seems to be influenced by advancements in hardware and software, which are making augmented and virtual reality more accessible and user-friendly. The proliferation of mobile devices and affordable headsets is likely to expand the reach of these technologies, enabling a broader audience to benefit from immersive educational experiences. Additionally, collaborations between technology providers and educational institutions may further accelerate the development of tailored solutions that address specific learning needs. Overall, the Augmented and Virtual Reality in Education Market appears poised for continued growth, with the potential to redefine traditional educational paradigms and enhance the overall learning journey.

    Increased Adoption of Immersive Learning Tools

    There is a growing trend towards the adoption of immersive learning tools within educational institutions. This shift indicates a recognition of the effectiveness of augmented and virtual reality in creating engaging and interactive learning environments. Educators are increasingly utilizing these technologies to enhance student participation and motivation.

    Focus on Personalized Learning Experiences

    The emphasis on personalized learning experiences is becoming more pronounced in the Augmented and Virtual Reality in Education Market. Tailored educational content delivered through immersive technologies allows for individualized learning paths, catering to diverse student needs and learning styles.

    Integration of Collaborative Learning Environments

    The integration of collaborative learning environments through augmented and virtual reality is gaining traction. This trend suggests that educational institutions are recognizing the value of fostering teamwork and communication skills among students, as immersive technologies facilitate shared experiences and collaborative problem-solving.

    The integration of augmented and virtual reality technologies in educational settings appears to enhance student engagement and improve learning outcomes, suggesting a transformative potential for pedagogical practices.

    U.S. Department of Education

    AR VR in Education Market Drivers

    Technological Advancements

    Rapid advancements in technology are significantly influencing the Augmented and Virtual Reality in Education Market. The development of more affordable and accessible AR and VR devices has made it feasible for educational institutions to integrate these technologies into their curricula. Innovations in software and hardware, such as improved graphics, user interfaces, and interactive capabilities, enhance the overall learning experience. Furthermore, the proliferation of mobile devices capable of supporting AR applications has expanded the reach of these technologies. As educational institutions increasingly recognize the potential of these advancements, the market is likely to experience substantial growth.

    Increased Investment in EdTech

    Investment in educational technology is a key driver of the Augmented and Virtual Reality in Education Market. As stakeholders recognize the transformative potential of AR and VR, funding for these technologies has surged. Educational institutions, private investors, and government bodies are increasingly allocating resources to develop and implement AR and VR solutions. Reports indicate that investment in EdTech is projected to reach billions of dollars in the coming years, with a significant portion directed towards immersive learning technologies. This influx of capital is expected to accelerate innovation and expand the availability of AR and VR tools in education.

    Enhanced Engagement and Retention

    The Augmented and Virtual Reality in Education Market appears to be driven by the need for enhanced student engagement and retention rates. Traditional educational methods often struggle to captivate students' attention, leading to disengagement. However, immersive technologies like AR and VR create interactive learning environments that stimulate curiosity and foster deeper understanding. Studies indicate that students using AR and VR tools demonstrate improved retention rates, with some reports suggesting increases of up to 75 percent in knowledge retention compared to conventional methods. This heightened engagement not only benefits students but also encourages educators to adopt these technologies, thereby propelling the market forward.

    Support for Diverse Learning Styles

    The Augmented and Virtual Reality in Education Market is increasingly recognized for its ability to support diverse learning styles. Students possess varying preferences and strengths when it comes to absorbing information, and traditional teaching methods may not cater to all. AR and VR technologies provide tailored learning experiences that accommodate visual, auditory, and kinesthetic learners. By offering interactive simulations and visualizations, these technologies enable students to engage with content in ways that resonate with their individual learning preferences. This adaptability is likely to drive further adoption of AR and VR in educational settings.

    Growing Demand for Remote Learning Solutions

    The Augmented and Virtual Reality in Education Market is experiencing a surge in demand for remote learning solutions. As educational institutions seek to provide flexible learning options, AR and VR technologies offer innovative ways to deliver content remotely. These immersive tools allow students to participate in virtual classrooms, engage in interactive simulations, and collaborate with peers from different locations. Market data suggests that the remote learning segment is expected to grow significantly, with projections indicating a compound annual growth rate of over 30 percent in the coming years. This trend underscores the importance of AR and VR in creating effective remote learning environments.

    Market Segment Insights

    By Offering: Solutions (Largest) vs. Hardware (Fastest-Growing)

    The Augmented and Virtual Reality in Education Market is primarily driven by solutions, which hold the largest market share. These solutions include comprehensive educational platforms that integrate AR and VR technologies into curricula, enhancing learning experiences and engagement. Hardware follows closely, comprising devices such as VR headsets and AR glasses, which are gaining traction due to their increasing affordability and improved technology. Services, though essential, remain a smaller portion of the market, offering support and training to implement AR and VR effectively in educational institutions. The demand for immersive learning experiences is propelling the growth of hardware, as more educational institutions turn towards these technologies to enhance student interaction and engagement. Furthermore, as technological advancements continue, we foresee a significant reduction in the costs and an increase in the accessibility of AR and VR hardware, fueling demand and market expansion. In contrast, while services play a vital role in the market, they are expanding at a slower rate, highlighting the difference in growth dynamics across the segment values.

    Solutions (Dominant) vs. Hardware (Emerging)

    In the Augmented and Virtual Reality in Education Market, solutions are currently the dominant segment, characterized by their ability to transform traditional education through immersive technology. Solutions encompass a wide range of educational applications, platforms, and software designed to integrate AR and VR seamlessly into learning environments. These are complemented by hardware, which, while emerging, is experiencing rapid growth and innovation. The hardware segment consists of sophisticated devices essential for delivering AR and VR experiences, such as headsets, smartphones, and other interactive tools. As educational institutions recognize the value of these technologies, hardware continues to advance, offering features that enhance usability and learning outcomes.

    By Deployment Model: Cloud (Largest) vs. On-premises (Fastest-Growing)

    The Augmented and Virtual Reality in Education Market is primarily dominated by the Cloud deployment model, which offers significant advantages in terms of scalability and accessibility. Institutions are increasingly adopting cloud solutions as they provide flexibility and ease of updates without requiring extensive on-site infrastructure. On-premises solutions, while traditionally popular for their perceived security and control, are gradually being overshadowed by the expanding capabilities of cloud technologies. In terms of growth trends, the On-premises deployment model is emerging as the fastest-growing segment driven by organizations seeking to maintain data privacy and control over their virtual reality applications. The rise in regulatory compliance and the demand for customized solutions are propelling educational institutions to consider on-premises options more seriously. This pivot demonstrates a significant shift in preferences as organizations seek to balance innovation with security concerns.

    Deployment Model: Cloud (Dominant) vs. On-premises (Emerging)

    The Cloud deployment model has become the dominant choice within the Augmented and Virtual Reality in Education Market, attributed to its ability to deliver powerful applications seamlessly across diverse educational environments. Its inherent flexibility allows institutions to access a wide range of resources and updates in real-time, promoting collaborative learning experiences. In contrast, the On-premises deployment model is emerging, appealing to institutions that prioritize data sovereignty and customization. This model caters to specific needs by allowing organizations to tailor their VR solutions closely to their curriculum requirements, offering heightened control over sensitive data and applications. As educational technology continues to evolve, both models will play critical roles in shaping the landscape of immersive learning.

    By Devices: Interactive Whiteboards (Largest) vs. Head Mounted Displays (Fastest-Growing)

    In the Augmented and Virtual Reality (AR/VR) in Education Market, the distribution of market share among device segments reflects an intriguing landscape. Interactive Whiteboards command a significant portion of the market, providing dynamic teaching aids that enhance classroom engagement. Following closely are Mobile Computing Devices and Projectors & Display Walls, which support mobility and collaborative learning, respectively. Head Mounted Displays, although a smaller segment currently, exhibit potential as educational tools, especially in specific fields such as medical training and technical disciplines. Growth trends in the AR/VR devices segment are primarily driven by the increasing integration of technology in educational methodologies. Head Mounted Displays are witnessing rapid growth due to their immersive capabilities, offering an engaging learning experience that traditional methods cannot match. Interactive Whiteboards continue to thrive as educators seek collaborative solutions to enhance student interaction, while Mobile Computing Devices are being optimized for AR/VR applications, thus creating a more versatile learning environment.

    Interactive Whiteboards: Dominant vs. Head Mounted Displays: Emerging

    The comparison between Interactive Whiteboards and Head Mounted Displays encapsulates the evolving dynamics of the AR/VR market in education. Interactive Whiteboards represent a dominant force, being widely adopted in classrooms due to their effectiveness in promoting interactive learning. Their ability to integrate multimedia content makes them indispensable for educators. On the other hand, Head Mounted Displays are considered an emerging segment; they offer unique, immersive experiences that have diverse applications in fields such as virtual labs, simulations, and skill training. Although currently lower in adoption compared to Interactive Whiteboards, the advancements in technology and decreasing costs associated with Head Mounted Displays are enabling more educational institutions to explore their implementation, indicating a promising trend for future growth.

    By Application: E-learning (Largest) vs. Virtual Field Trips (Fastest-Growing)

    In the Augmented and Virtual Reality in Education Market, the application segment is characterized by a diverse range of values, with E-learning commanding the largest market share. Corporate Learning Management and Classroom Learning are also significant contributors, showcasing the versatile adoption of AR and VR technologies in formal education. Other segments, including Certifications and Student Recruitment, play crucial roles in enhancing the educational experience, although they represent smaller portions of the market. Furthermore, Virtual Field Trips are emerging as an increasingly popular method, attracting interest for their innovative approach to experiential learning. The growth trends within the application segment reflect the rapid evolution of educational technologies. The rise of remote learning initiatives has propelled E-learning to the forefront, as institutions seek flexible, interactive solutions. Virtual Field Trips are gaining traction as educators look to provide immersive experiences that go beyond traditional classroom walls. The demand for Certifications continues to grow, driven by the need for upskilling and professional development, while Corporate Learning Management integrates AR and VR to create dynamic training environments, pushing the adoption of these technologies beyond the classroom into the corporate sector.

    E-learning (Dominant) vs. Virtual Field Trips (Emerging)

    E-learning has solidified its position as the dominant application in the Augmented and Virtual Reality in Education Market, characterized by its ability to provide engaging, interactive content that caters to various learning styles. This segment leverages AR and VR technologies to create immersive learning experiences, often allowing for personalized learning pathways. On the other hand, Virtual Field Trips are seen as an emerging and dynamic segment, enabling students to explore environments and scenarios that are typically inaccessible. This application harnesses the power of technology to simulate real-world experiences, enhancing student engagement and retention of knowledge. Both segments play vital roles in transforming educational practices, with E-learning continually evolving and Virtual Field Trips capturing the imagination of educators and learners alike.

    By End Users: Academic (Largest) vs. Corporate (Fastest-Growing)

    In the Augmented and Virtual Reality in Education Market, the Academic segment, comprising K-12 and Higher Education institutions, holds the largest market share due to the increasing adoption of immersive learning technologies. Educational institutions are leveraging AR and VR to enhance student engagement and facilitate experiential learning, making this segment the most significant contributor to overall market growth. The Corporate segment, however, is rapidly gaining traction, with industries such as Telecommunications and IT, Healthcare, Retail, and Financial Services embracing AR/VR for training, simulations, and collaborative solutions, marking it as the fastest-growing segment. The growth trends in the Academic segment are driven by increasing government initiatives to integrate technology in classrooms and the rising demand for personalized learning experiences. Meanwhile, the Corporate segment's expansion is fueled by a shift toward remote work and the need for innovative training solutions that improve employee productivity and retention. As organizations invest in these technologies, they are transitioning to a more engaging and efficient training process, further propelling the growth of AR and VR solutions in corporate training environments.

    Academic: K-12 (Dominant) vs. Corporate: Healthcare (Emerging)

    The K-12 educational market is dominating the Augmented and Virtual Reality in Education Market due to a strong emphasis on interactive learning environments and innovative teaching methods. Schools and educational authorities are increasingly implementing AR/VR solutions to foster engagement and improve educational outcomes for students. In contrast, the Corporate sector, particularly in Healthcare, is emerging rapidly as a new area of interest in AR/VR applications. Healthcare organizations utilize these technologies for realistic simulations, training medical professionals, and enhancing patient education, indicating a promising growth trajectory. As both segments evolve, investments in tailored AR/VR educational programs are expected to reshape the future of learning and employee training.

    Get more detailed insights about AR VR in Education Market

    Key Companies in the AR VR in Education Market market include

    Industry Developments

    • Q2 2024: Prisms VR raises $12.5M Series A to expand math education in US schools Prisms VR, a startup developing virtual reality math curriculum for K-12, secured $12.5 million in Series A funding to accelerate deployment of its VR learning platform in US school districts and expand its content library.
    • Q2 2024: Meta launches 'Meta Quest for Education' program to bring VR headsets to classrooms Meta announced a new initiative to distribute Meta Quest headsets and tailored educational content to select US and UK schools, aiming to integrate immersive VR experiences into STEM and history curricula.
    • Q2 2024: Microsoft partners with Pearson to deliver immersive AR/VR learning modules Microsoft and Pearson announced a strategic partnership to co-develop augmented and virtual reality modules for higher education, leveraging Microsoft HoloLens and Azure cloud services.
    • Q3 2024: Google unveils new AR Classroom tools for Chromebooks Google launched a suite of augmented reality tools for Chromebooks, enabling teachers to create interactive 3D lessons and students to explore virtual science labs and historical sites.
    • Q3 2024: Samsung launches 'Galaxy EduVR' headset for global education market Samsung introduced the Galaxy EduVR, a new virtual reality headset designed specifically for classroom use, featuring a curated library of educational content and teacher management tools.
    • Q3 2024: UK government awards £10m contract for VR-based teacher training The UK Department for Education awarded a £10 million contract to a consortium led by Immerse to develop and deploy VR-based teacher training programs across public schools.
    • Q4 2024: Lenovo and zSpace announce partnership to deliver AR/VR solutions to US schools Lenovo and zSpace formed a partnership to provide integrated AR/VR hardware and software packages to K-12 schools in the US, aiming to boost adoption of immersive learning technologies.
    • Q4 2024: Sony launches 'EduVerse' VR platform for universities Sony unveiled EduVerse, a virtual reality platform designed for higher education institutions, offering virtual classrooms, collaborative labs, and integration with existing learning management systems.
    • Q1 2025: Magic Leap secures $150M funding to expand AR education initiatives Magic Leap raised $150 million in new funding to accelerate the development and deployment of its augmented reality solutions for education, focusing on interactive STEM and medical training modules.
    • Q1 2025: Meta appoints new Head of Education Partnerships for global VR initiatives Meta announced the appointment of Dr. Lisa Chen as Head of Education Partnerships, tasked with expanding Meta's VR education programs and forging new collaborations with schools and universities worldwide.
    • Q2 2025: EON Reality opens new AR/VR education innovation center in Singapore EON Reality inaugurated a new innovation center in Singapore dedicated to developing and piloting AR/VR educational content for Southeast Asian schools and universities.
    • Q2 2025: Microsoft launches 'HoloLens for Schools' pilot program in Germany Microsoft began a pilot program deploying HoloLens devices and mixed reality curriculum in select German secondary schools, aiming to evaluate the impact of immersive technology on STEM education outcomes.

    Report Scope

    This study estimates revenue growth at global, regional, and country levels and offers an overview of the latest developments in each of the sub-sectors from 2023 to 2032. For this analysis, MRFR segmented the global Augmented and Virtual Reality in Education Market has been segmented based on offering, devices, deployment model, application and end users, and region.

    By Offering

      • Hardware
        • Sensors
        • Controllers
        • Cameras
        • VR Headset
        • Others
      • Software
      • Services
        • Managed Services
        • Professional Services

    Deployment Model

      • Cloud
      • On-premises

    Devices

      • Interactive Whiteboards
      • Mobile Computing Devices
      • Head Mounted displays
      • Gesture Tracing Device
        • Head up Displays
        • Handheld Devices
      • Projectors & Display Walls
      • Others

    Application

      • Classroom Learning
      • Corporate Learning Management
      • Certifications
      • e-learning
      • Virtual field trips
      • Student Recruitment
      • Others

    End Users

      • Academic
        • K-12
        • Higher Education
      • Corporate
        • Telecommunications and IT
        • Healthcare and Life Sciences
        • Retail and Ecommerce
        • Banking, Financial Services, and Insurance
        • Manufacturing
        • Government and Public Sector

    By Region

      • North America
      • Europe
      • Asia-Pacific
      • Middle East & Africa
      • South America

    Future Outlook

    AR VR in Education Market Future Outlook

    The Augmented and Virtual Reality in Education Market is projected to grow at a 20.8% CAGR from 2024 to 2035, driven by technological advancements and increasing demand for immersive learning experiences.

    New opportunities lie in:

    • Development of customized AR/VR content for diverse educational curricula.
    • Partnerships with educational institutions for pilot programs and research initiatives.
    • Integration of AR/VR tools in teacher training and professional development programs.

    By 2035, the market is expected to be robust, reflecting substantial growth and innovation.

    Market Segmentation

    AR VR in Education Market Devices Outlook

    • Interactive Whiteboards
    • Mobile Computing Devices
    • Head Mounted Displays
    • Gesture Tracing Device
    • Head Up Displays
    • Handheld Devices
    • Projectors & Display Walls
    • Others

    AR VR in Education Market Offering Outlook

    • Solutions
    • Hardware
    • Services

    AR VR in Education Market End Users Outlook

    • Academic (K-12 & Higher Education)
    • Corporate (Telecommunications and IT, Healthcare and Life Sciences, Retail and Ecommerce, Banking, Financial Services, and Insurance, Manufacturing, Government, and Public Sector)

    AR VR in Education Market Application Outlook

    • Classroom Learning
    • Corporate Learning Management
    • Certifications
    • E-learning
    • Virtual Field Trips
    • Student Recruitment
    • Others

    AR VR in Education Market Deployment Model Outlook

    • Cloud
    • On-premises

    Report Scope

    MARKET SIZE 20244.58(USD Billion)
    MARKET SIZE 20255.533(USD Billion)
    MARKET SIZE 203536.61(USD Billion)
    COMPOUND ANNUAL GROWTH RATE (CAGR)20.8% (2024 - 2035)
    REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    BASE YEAR2024
    Market Forecast Period2025 - 2035
    Historical Data2019 - 2024
    Market Forecast UnitsUSD Billion
    Key Companies ProfiledMarket analysis in progress
    Segments CoveredMarket segmentation analysis in progress
    Key Market OpportunitiesIntegration of immersive technologies enhances personalized learning experiences in the Augmented and Virtual Reality in Education Market.
    Key Market DynamicsRising adoption of immersive technologies in educational settings drives innovation and competition among providers.
    Countries CoveredNorth America, Europe, APAC, South America, MEA

    Market Highlights

    Author
    Shubham Munde
    Research Analyst Level II

    With a technical background in information technology & semiconductors, Shubham has 4.5+ years of experience in market research and analytics with the tasks of data mining, analysis, and project execution. He is the POC for our clients, for their consulting projects running under the ICT/Semiconductor domain. Shubham holds a Bachelor’s in Information and Technology and a Master of Business Administration (MBA). Shubham has executed over 150 research projects for our clients under the brand name Market Research Future in the last 2 years. His core skill is building the research respondent relation for gathering the primary information from industry and market estimation for niche markets. He is having expertise in conducting secondary & primary research, market estimations, market projections, competitive analysis, analysing current market trends and market dynamics, deep-dive analysis on market scenarios, consumer behaviour, technological impact analysis, consulting, analytics, etc. He has worked on fortune 500 companies' syndicate and consulting projects along with several government projects. He has worked on the projects of top tech brands such as IBM, Google, Microsoft, AWS, Meta, Oracle, Cisco Systems, Samsung, Accenture, VMware, Schneider Electric, Dell, HP, Ericsson, and so many others. He has worked on Metaverse, Web 3.0, Zero-Trust security, cyber-security, blockchain, quantum computing, robotics, 5G technology, High-Performance computing, data centers, AI, automation, IT equipment, sensors, semiconductors, consumer electronics and so many tech domain projects.

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    FAQs

    What is the CAGR of the augmented and virtual reality in education market in the upcoming period?

    A 20.80% CAGR is expected to transform the market.

    Which region is a major driver in the augmented and virtual reality in education market?

    The North America regional market is projected to be the major driver of the market.

    What segments are utilized for better understanding the augmented and virtual reality in education market?

    The segments in the market are offering, devices, deployment model, application, and end users.

    Who are the contenders in the market for augmented and virtual reality in education market?

    The major contenders in the market are Eon Reality Inc., Facebook Technologies LLC AND Varjo Technologies Oy.

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