The marketplace dynamics of Augmented Reality (AR) and Virtual Reality (VR) in education are witnessing a transformative shift as these immersive technologies redefine the gaining knowledge of the landscape. One key driving force is the growing popularity of AR's and VR's capability to decorate the instructional experience. These technologies provide dynamic and interactive mastering surroundings that engage students in ways conventional methods cannot. From digital discipline journeys to immersive simulations, educators are leveraging AR and VR to make complicated principles extra handy, fostering a deeper expertise amongst students. The push for customized and adaptive knowledge of reports is another dynamic shaping the AR and VR market in education.
These technologies allow for personalization primarily based on character mastering patterns, alternatives, and tempo. VR permits students to discover topics at their speed, improving retention and comprehension. AR packages overlay digital data onto the real international, developing interactive and personalized mastering reviews. As the demand for tailor-made academic content grows, AR and VR are poised to play a pivotal function in turning into adaptive learning solutions. Collaborative studying environments are rising as a considerable trend in the AR and VR training marketplace dynamics.
This technology permits students and educators to attach in digital spaces, fostering collaboration no matter the physical distance. VR school rooms, digital organization projects, and collaborative simulations create an immersive and interactive setting that transcends traditional obstacles. This fashion aligns with the broader shift towards remote and online getting-to-know, specifically applicable in a world where virtual connectivity plays a primary role in education. The exploration of actual international programs past traditional school rooms also inspires market dynamics. AR and VR are being hired in vocational schooling, expert development, and ability-primarily based gaining knowledge. Industries, from healthcare to engineering, leverage these technologies to simulate actual international eventualities, supplying hands-on experience in a safe and controlled virtual environment.
This expansion of AR and VR into various educational sectors broadens their market effect and opens up new avenues for boom and innovation. However, demanding situations exist, including concerns about the price of enforcing AR and VR solutions, the need for trainer training, and ensuring equitable entry for all college students. Overcoming these challenges is essential for the sustained increase and integration of AR and VR in education.
Report Attribute/Metric | Details |
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Segment Outlook | Offering (Hardware (Sensors, Controllers, Cameras, VR Headset and Others), Software, Services (Managed Services, Professional Services) Devices (Interactive whiteboards, Mobile Computing Devices, Head Mounted displays, Gesture Tracing Device, Head up displays, handheld devices, Projectors & display walls, others) Deployment Model (Cloud, On-premises) Application (Classroom Learning, Corporate Learning Management, Certifications, e-learning, Virtual field trips, Student Recruitment, Others) End Users (Academic (K-12, Higher Education, Vocational), Corporate (IT & Telecommunication, BFSI, Healthcare & Life sciences, Retail & E-commerce, Government & Public Sector, Others)) |
The Augmented and Virtual Reality in Education Market is projected to grow from USD 4.58 Billion in 2024 to USD 17.20 Billion by 2032, exhibiting a compound annual growth rate (CAGR) of 20.80% during the forecast period (2024 - 2032). Additionally, the market size for Augmented and Virtual Reality in Education was valued at USD 3.79 Billion in 2023.
Augmented Reality (AR) and Virtual Reality (VR) are being used in education to make learning more fun and interesting. AR adds digital information to the real world, while VR creates a completely digital environment. Both technologies help students learn better and remember things more clearly. They also make learning more personalized and interactive. The market is growing significantly owing to factors such as increased adoption of digital technologies, growing demand of remote learning, and supportive government initiative.
Figure 1: Augmented and Virtual Reality in Education Market Size, 2024 - 2032 (USD Billion)
Many schools and universities are starting to use AR and VR because they see how helpful they can be for students. For instance, in September 2023, Meta partnered with 15 US universities to promote its metaverse vision through VR classes and immersive technologies in education. Partner universities offer VR courses focused on soft skills and real-life simulations, while Meta aims to expand educational apps and integrate VR into various subjects. Studies have shown that VR learners are more engaged and confident in applying what they've learned. However, the technology can make learning feel like a game, which makes students want to learn more. Also, AR and VR can help students who have trouble learning in a regular classroom setting. They can also save money by reducing the need for field trips and expensive equipment. The government is also supporting the use of AR and VR in education by giving money for research and development.
Augmented reality adds digital elements to a live view often by using the camera on a smartphone. Examples of augmented reality experiences include Snapchat lenses and the game Pokémon Go. Virtual reality implies a complete immersion experience that shuts out the physical world. Virtual reality and augmented reality have exciting potential in the future of gaming, marketing, e-commerce, education, and many other fields. Both technologies are known for their enriched experience that brings together a virtual world and the real one with enhanced, 3-D visuals.
Increasing penetration of interactive learning platform to introduce real-time insights in learning experiences as a part of fostering student engagement through guided social interaction and so on acts as a major factor driving the market growth towards global augmented reality & virtual reality market for education industry. The perfect blending of augmented reality and virtual reality as a part of providing a 360o platform, can help students learn as well as explore beyond the classroom walls, thus reducing opportunity gaps. Rising adoption of AR/VR platform in education and training is another factor expected to drive the growth of the global market.
Increasing demand for virtual field trips to museums, many countries utilizing virtual reality headset in the classroom or home is one of the major factors driving its market growth. Growing adoption of virtual trips provides opportunities for students to gain immersive experience about historical events, which in turn to fuel the market growth. Moreover, virtual trips assist in building own immersive spaces as well as personalized virtual experiences is another factor expected to fuel the growth of the global market.
Data security and privacy concerns associated with weak integration or deployment of augmented reality & virtual reality platforms hamper market growth. AR & VR applications are used for academic purpose and contain potential sensitivities about student data, which needs to be protected as a part of avoiding data breaches and cyber-attacks. Increasing adoption of cloud-based deployment led to security concerns such as data leak, false data injection or unauthorized access of data and thereby, hampering the market growth.
The global augmented and virtual reality in education market has been registering major growth in the recent past, due to growing demand for augmented reality & virtual reality in corporate training utilizing connected systems such as gesture recognition systems, head-mounted displays, software-defined kits. The augmented and virtual reality in education market's value chain is divided into four levels: OEMs, suppliers, end users, and distributors.
The global augmented and virtual reality in education market is characterized by the presence of several regional and local providers. There are several domestic, regional, and international players operating in the augmented and virtual reality in education market that continuously strive to gain a significant share of the global market.
IBM’s AI collaborated with Scholastic’s and Edmodo’s existing educational infrastructures to streamline the process of what a student is expected to learn and what he/she has learned by highlighting student-specific needs within the context of curricular standards. Dell collaborated with Tata ClassEdge, a technology-based learning solutions provider, for the common objective of taking digital training to schools and equipping teachers with the requisite knowledge of implementing technologies in classrooms.
The global augmented and virtual reality in education market is characterized by the presence of several regional and local providers. Some of the key players in the market are Sony, Samsung Electronics, HTC, Google, Microsoft, Panasonic, Hitachi, Barco, LG Electronics, Veative Labs, Cisco, Blackboard, Dell, IBM, Saba Software, Oracle.
Companies are resuming their operations and adapting to the new normal while recovering from the COVID-19 impact, which had earlier led to restrictive containment measures involving social distancing, remote working, and the closure of commercial activities that resulted in operational challenges. Additionally, due to COVID, children have started learning from home, hence, many ed-tech investors see technologies such as AR, VR, and Artificial Intelligence as future technologies that have the potential to change the future of the education augmented reality market.
The global augmented and virtual reality in education market has been segmented based on offering, devices, deployment model, application and end users, and region.
Based on the offerings, the augmented and virtual reality in education market has been segmented into solutions, hardware, and services. The hardware segment is expected to hold a larger share of the augmented and virtual reality in education market during the forecast period.
Based on deployment model, the augmented and virtual reality in education market has been segmented into cloud and on-premises. The cloud segment of the augmented and virtual reality in education market is projected to grow at the highest CAGR over the forecast period. This is attributed to cost effectiveness, scalability, easy access, simple setup, and use.
Based on the devices, the augmented and virtual reality in education market has been divided into interactive whiteboards, mobile computing devices, head mounted displays, gesture tracing device, head up displays, handheld devices, projectors & display walls, and others.
Based on the application, the augmented and virtual reality in education market has been divided into classroom learning, corporate learning management, certifications, e-learning, virtual field trips, student recruitment and others.
Based on the end users, the augmented and virtual reality in education market has been divided into academic (k-12 &higher education) and corporate (telecommunications and it, healthcare and life sciences, retail and ecommerce, banking, financial services, and insurance, manufacturing, government, and public sector)
The regional analysis for the global Augmented and Virtual Reality in Education Market has been done for North America, Europe, Asia-Pacific, the Middle East & Africa, and South America. The market in North America accounted for dominant revenue share in the global market and expected to continue its dominance over the forecast period. Furthermore, Augmented and Virtual Reality in Education Market in Asia-Pacific is projected to grow at the highest CAGR over the forecast period.
Increasing demand for virtual field trips to museums, countries utilizing virtual reality headset while sitting in the classroom or home act as a major driver boosting its market growth. Increasing adoption of virtual trips provides opportunities for students to gain immersive experience about historical events, which in turn contributes towards deeper understanding of the subjects. Furthermore, with the help of a basic VR headset, such virtual trips also assist in building own immersive spaces as well as personalized virtual experiences.
In October 2023, Children's Hospital of Philadelphia (CHOP) introduced two virtual reality (VR) platforms for education: SimX and EducationXR. SimX is a VR platform that offers cases for various types of shock, traumatic injuries, and skills practice, and is accessible only on select VR headsets within the Simulation Center. EducationXR, on the other hand, is a digital platform that allows healthcare team members to participate in patient care using augmented reality on a smartphone, tablet, or VR headset, and can be accessed individually or with an entire team in real-time.
In May 2022, Camp K12, an edtech startup has launched Hatch Kids, a metaverse and AR/VR creation platform for young learners. Hatch Kids is a free online 3D creation platform for kids aged between 6 - 18 to design, code and publish 3D games, Augmented Reality (AR) apps, interactive Virtual Reality (VR) worlds, and metaverse experiences without any prior design or coding experience.
In December 2021, VictoryXR collaborated Meta Immersive Learning to launch digital twin campuses, replicas of existing campuses constructed in fully spatial 3D, at colleges and universities in the United States in 2022. This includes the construction of digital twin campuses where students can move about, socialize, learn, and compete in activities, as well as live classes that students can access remotely. The aim of this collaboration is to leverage the advanced technology of Meta's Quest 2 VR headsets to provide a highly immersive and interactive experience for students.
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.
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