Exploring the Future: Augmented and Virtual Reality in Education Market

The global Augmented Reality (AR) and Virtual Reality (VR) in Education Market in education grew significantly, reaching a value of USD 3.8 billion in 2023. Over the course of the forecast period, it is expected to reach USD 14.2 billion, with a noteworthy Compound Annual Growth Rate (CAGR) of 29.6%. This increase in market value highlights how AR and VR technologies are being used in classrooms all over the world. Demand for immersive and interactive educational solutions is rising as stakeholders and educational institutions realise how transformative AR and VR can be in improving learning experiences. By providing creative ways to involve students, support experiential learning, and replicate real-world situations, these technologies are revolutionising conventional teaching approaches.

The increasing popularity of Augmented Reality (AR) and Virtual Reality (VR) technologies in the educational sector can be ascribed to their capacity to augment comprehension via visual aids and to promote continuous innovation and growth in pedagogy. With the use of these immersive technologies, students can interact and participate in dynamic ways with the instructional material, which facilitates deeper understanding and memory of difficult concepts. The growth of educational experiences is further aided by the ongoing developments in AR and VR technologies, which give teachers the ability to use cutting-edge teaching strategies and modify their instruction to meet the varied needs of their pupils. Consequently, there is an increasing need for AR and VR tools in the classroom due to the goal of improving student learning outcomes and creating a more stimulating and productive learning environment.

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Sony Group Corporation (Japan), HTC Corporation (Taiwan), Meta (US), Google (US), Microsoft (US), Panasonic Holdings Corporation (Japan), Vuzix (US), Cornerstone OnDemand, Inc. (US), Lenovo (Hong Kong), Anthology Inc. (US), Dell Inc. (US), IBM (US), Cornerstone (US), Oracle (US), Edvance360 (US), Electa Communications Ltd (Canada), BrainCert (US), SkyPrep Inc (Canada), Impero Solutions Ltd. (UK), WizIQ (US), BigBlueButton Inc. (Canada), Digital Samba (Spain), TutorRoom (Taiwan), Wikitude (Austria), PTC (US) are some of the key players in the AR and VR in education market. These players have adopted growth strategies to retain their presence in the AR and VR in Education Market. Product launches and developments have been the most dominating strategy adopted by the key players from 2020 to 2023 to help them broaden their customer base.
Exploring the Future: Augmented and Virtual Reality in Education Market The global Augmented Reality (AR) and Virtual Reality (VR) in Education Market in education grew significantly, reaching a value of USD 3.8 billion in 2023. Over the course of the forecast period, it is expected to reach USD 14.2 billion, with a noteworthy Compound Annual Growth Rate (CAGR) of 29.6%. This increase in market value highlights how AR and VR technologies are being used in classrooms all over the world. Demand for immersive and interactive educational solutions is rising as stakeholders and educational institutions realise how transformative AR and VR can be in improving learning experiences. By providing creative ways to involve students, support experiential learning, and replicate real-world situations, these technologies are revolutionising conventional teaching approaches. The increasing popularity of Augmented Reality (AR) and Virtual Reality (VR) technologies in the educational sector can be ascribed to their capacity to augment comprehension via visual aids and to promote continuous innovation and growth in pedagogy. With the use of these immersive technologies, students can interact and participate in dynamic ways with the instructional material, which facilitates deeper understanding and memory of difficult concepts. The growth of educational experiences is further aided by the ongoing developments in AR and VR technologies, which give teachers the ability to use cutting-edge teaching strategies and modify their instruction to meet the varied needs of their pupils. Consequently, there is an increasing need for AR and VR tools in the classroom due to the goal of improving student learning outcomes and creating a more stimulating and productive learning environment. Download PDF Brochure @ https://www.marketsandmarkets.com/pdfdownloadNew.asp?id=203811025 Sony Group Corporation (Japan), HTC Corporation (Taiwan), Meta (US), Google (US), Microsoft (US), Panasonic Holdings Corporation (Japan), Vuzix (US), Cornerstone OnDemand, Inc. (US), Lenovo (Hong Kong), Anthology Inc. (US), Dell Inc. (US), IBM (US), Cornerstone (US), Oracle (US), Edvance360 (US), Electa Communications Ltd (Canada), BrainCert (US), SkyPrep Inc (Canada), Impero Solutions Ltd. (UK), WizIQ (US), BigBlueButton Inc. (Canada), Digital Samba (Spain), TutorRoom (Taiwan), Wikitude (Austria), PTC (US) are some of the key players in the AR and VR in education market. These players have adopted growth strategies to retain their presence in the AR and VR in Education Market. Product launches and developments have been the most dominating strategy adopted by the key players from 2020 to 2023 to help them broaden their customer base.
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