市場調査レポート
商品コード
1259970
教育技術(EdTech)の世界市場:市場規模、シェア、成長分析、分野別、エンドユーザー別、タイプ別 - 産業予測(2022年~2028年)Global Education Technology Market Size, Share, Growth Analysis, By Sector(Pre-school, K-12), By End-user(Business, Consumer), By Type(Hardware, Software) - Industry Forecast 2022-2028 |
教育技術(EdTech)の世界市場:市場規模、シェア、成長分析、分野別、エンドユーザー別、タイプ別 - 産業予測(2022年~2028年) |
出版日: 2022年11月10日
発行: SkyQuest
ページ情報: 英文 157 Pages
納期: 3~5営業日
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世界の教育技術(EdTech)の市場規模は、2021年の1,057億8,000万米ドルから、予測期間中(2022年~2028年)に16.20%のCAGRで成長し、2028年までに3,025億8,000万米ドルに達すると予測されます。
EdTechソリューションは、IoT、AI、AR/VRなどの最先端技術の進歩と連動して進化し、市場成長に大きく貢献すると予測されます。また、モバイル普及率の上昇とeラーニング教材の低価格化は、教育産業の成長を促進すると考えられています。モバイルとインターネットの普及率が最も高いのは、欧州、米国、独立国家共同体ですが、モバイルが知識習得に不可欠な道具であることから、新興国での大幅な増加が予想され、その結果、市場は予測期間中に急速に拡大すると予想されます。市場の新たな動向としては、VR(仮想現実)やAR(拡張現実)、ゲーミフィケーションの導入などが挙げられます。
当レポートでは、世界の教育技術(EdTech)市場について調査分析し、市場概要、市場成長への影響因子、セグメント別・地域別の市場規模と予測、企業プロファイルなどの情報を提供しています。
Education Technology Market was valued at USD 105.78 Billion in 2021, and it is expected to reach a value of USD 302.58 Billion by 2028, at a CAGR of 16.20% over the forecast period (2022 - 2028).
Education technology (EdTech) refers to gear and software used to educate students on a virtual level in order to improve classroom learning and students' educational outcomes. EdTech platforms assist students in overcoming obstacles to acquiring a comprehensive education by employing technology for learning and teaching. Learners are increasingly turning to eBooks, which can be accessed online from anywhere in the world. Digital content is less expensive to produce than printed content, which has greater production expenses. Digital books are available in a range of languages and may be readily translated and accessed by a bigger user base. Furthermore, learners, particularly those with physical limitations, can listen to audio versions of educational information to increase their vocabulary and encourage better interpretive reading.
EdTech solutions are predicted to evolve in tandem with advances in cutting-edge technologies such as IoT, AI, and AR/VR, and to significantly contribute to the growth of the Education Technology Market. The use of AR and VR in EdTech solutions allows for a more dynamic learning experience for students. It allows students to investigate and seamlessly connect with abstract concepts, improving student engagement.
Enhancing student involvement is quickly becoming a major issue for educators. As a result, Education Technology Market participants respond to such issues by launching improved interactive whiteboards and migrating from projector-based displays to touchscreen displays. For example, in July 2021, Huawei Technologies Co., Ltd., an information technology company, launched a kid's smart learning screen for children, with a variety of educational resources and applications such as word lookup, remote homework tutoring, teaching classes, textbooks, parent management education centre, and smart learning solutions.
Top-down and bottom-up approaches were used to estimate and validate the size of global Education Technology Market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined by using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analysed to get the final quantitative and qualitative data.
Segments covered in this report:
The global education technology market is segmented based on Sector, End-User, Type, and Region. Based on Sector Education Technology Market is categorized into Pre-school, K-12, Higher Education, and Others Based on End-user Education Technology Market is categorized into Business, Consumer Based on Type Education Technology Market is categorized into Hardware, Software, and Content. Based on the region Education Technology Market is categorized into North America, Europe, Asia-Pacific, South America, and MEA.
Driver
Distance learning became one of the most important trends in the edtech and smart classroom industries as a result of the closure of educational institutes during the COVID-19 crisis. The epidemic has profoundly altered how information is taught and learned. As a result of societal distancing conventions, learners are migrating to digital learning concepts via digital platforms. Despite the reopening of some educational facilities, the trend of distance learning may continue until 2021. As a result, there is an increasing demand for online instructional platforms. Remote learning might take the shape of a slide-based online activity or an online course that supports learners in gaining vital skills.
Education technology and the smart classroom market have seen substantial modifications in recent years as a result of broad use of mobile technology and rising education spending.
Rising mobile penetration and the low cost of e-learning materials are considered as major changers in propelling the education industry's growth. Europe, the United States, and the Commonwealth of Independent States have the greatest rates of mobile and internet penetration. Nonetheless, significant increase is projected from emerging regions, with mobile as a vital instrument for knowledge acquisition. As a result, the Education Technology Market is predicted to expand fast throughout the forecast year.
Restraints
Smart classroom infrastructure necessitates the purchase of pricey devices such as computers, projectors, tablets, and various advanced applications. With the growth of technology, hardware and software requirements are always evolving. Furthermore, to stay up with the innovation and changes in software, educational institutions may need to engage a tech specialist, which is an additional cost that institutes must invest. These additional expenditures are likely to stymie the adoption of smart classroom solutions and may have an impact on the Ed-Tech Sector.
Market Trends
The classroom learning experience has changed considerably since the introduction of Virtual Reality (VR) and Augmented Reality (AR) into education. AR enriches real-world experiences by utilising photos, videos, and interactive data. AR can be experienced via portable devices such as smartphones or smart glasses. VR provides a completely constructed immersive 3D experience. It gives individuals the feeling that they are in an authentic setting. VR headsets allow users to experience authentic sounds and vivid sights in a digital environment.
Gamification is another cutting-edge trend in educational technology. It has recently become an integral aspect of schooling. Gamification employs a number of strategies, activities, badges, and awards to increase student or learner engagement. Learners play educational games to gain experience in a variety of academic disciplines and get points or incentives for completing the objectives. They compete with one another to achieve specific aims or goals. The difficulties and incentives motivate learners to stay involved in the learning process. If the content is presented in a game-like fashion, learners will find it more interesting and engaging.
Artificial intelligence applications are also being investigated in the EdTech sector. Instructors may utilise AI to personalise a student's learning experience, make lessons more accessible, and improve memory retention. It can also help instructors automate various procedures so that they can spend more one-on-one time with students.