Global Education Technology Market (2022 to 2028) – Size, Share & Industry Trends Analysis Report

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Global Education Technology Market

Dublin, 23 August 2022 The Globe and Mail has released a new report, titled “Global Education Technology Market By Deployment (On-premise and Cloud), By Type (Hardware, Software, and Content), By End User (Business and Consumer), By Sector, By Regional Outlook and Forecast, 2022-2028.”

By 2028, the market for educational technology is anticipated to reach $283 billion, expanding at a CAGR of 15.5%.

Hardware and software used to educate students virtually in order to enhance classroom learning and student performance are referred to as education technology (EdTech). The use of technology in learning and teaching through EdTech platforms helps students overcome challenges and complete their educations. Students are increasingly using eBooks, which may be accessed online from anywhere in the world. Compared to printed content, which has higher production costs, digital content is less expensive to produce.

A significant number of individuals may easily translate and access digital books in a variety of languages. In order to expand their vocabulary and improve their ability to analyze text, students can also listen to the academic material in an audio version, which is especially useful for those who have physical constraints. For instance, in January 2022, OrbitNote, a pdf-enabled program that enables visually challenged students to access papers by recording voice notes, was released by Texthelp, a well-known EdTech assistive technology company.

Users should be able to engage with digital copies in whole new ways thanks to OrbitNote. Businesses must be able to foster an environment that is friendly, lively, and collaborative for all. EdTech solutions are anticipated to play a crucial part in the market’s growth as they develop in parallel with advancements in cutting-edge technologies like AI, IoT, and AR/VR. Students can engage in a more interactive experience thanks to the utilization of AR and VR in EdTech solutions. Students are more engaged because it gives them the opportunity to naturally investigate and engage with abstract ideas.

For instance, in January 2022, the U.S.-based EdTech business zSpace, Inc., which offers hybrid or remote learning, unveiled a new AR/VR learning tool that will allow students to interact with multi-layered content in a virtual world without the need for glasses. However, the usage of blockchain technology enables end users to maintain and protect student records and learners, allowing educators to examine the ways in which students are consuming the content they are given and make data-driven judgments.

COVID-19 Impact Analysis

One of the biggest shifts in the EdTech and smart classroom industries is distant learning, which is a result of the closure of educational institutions during the COVID-19 crisis. The epidemic has significantly changed how people learn new information. Different sectors are switching from in-person to digital platform activities. Students are switching to digital learning concepts via digital platforms as a result of social distance norms. The need for education technologies and solutions is anticipated to increase in the upcoming years because everyone has accepted the new normal and digitalization is at its pinnacle.

Market Growth Factors

Rising improvements in technologies

EdTech solutions are anticipated to grow in tandem with emerging technologies like IoT and AI. Students can benefit from a more engaging learning experience thanks to the usage of AR and VR in these systems. Students’ involvement is increased since it enables them to interact and develop naturally with abstract concepts. Additionally, using blockchain technology enables users to save and safeguard student and learner records, allowing educators to study resource use trends and make data-driven decisions.

Customization of various learning opportunities

Technology has made it possible to access educational content every day of the week, 24 hours a day. On a laptop or mobile device, classes can be finished entirely online. In-person classroom sessions are frequently combined with remote technology access in hybrid learning approaches.

In both situations, it is possible to use technology to modify learning strategies for specific students. Lessons can be created by teachers using their students’ talents and interests. Another advantage is that students could study at their own pace. in addition, When required to study class material, students can watch the videos included in the lesson plan to better understand the main concepts. Teachers can find out what students struggled with in certain courses using the data gathered by these online activities and offer more assistance and support.

Market Restraining Factors

Decrease direct peer communication

Technology is frequently created with the finest of intentions, including time savings and the simplification of particular mechanical chores. However, because to technology improvements, almost all school-related duties have been automated. As a result, what first seemed like a brilliant idea has led to a situation in which it is anticipated that future generations would be unable to carry out basic cognitive functions without the help of technology.

Additionally, it should be mentioned that children who rely entirely on technology to resolve all of their problems at school gradually lose the highly valued problem-solving abilities. The only way to overcome this obstacle is for educators and educational institutions as a whole to impose limitations on how technology is used in the classroom.

Key Topics Covered:

Chapter 1. Market Scope & Methodology

Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints

Chapter 3. Competition Analysis – Global
3.1 Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Acquisition and Mergers
3.2.4 Geographical Expansions
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies Percentage Distribution (2018-2022)
3.3.2 Key Strategic Move (Product Launches and Product Expansions 2019, Nov – 2022, Jun) Leading Players
3.3.3 Key Strategic Move (Partnerships, Collaborations and Agreements 2019, Feb – 2022, May) Leading Players

Chapter 4. Global Education Technology Market by Deployment
4.1 Global On-premise Market by Region
4.2 Global Cloud Market by Region

Chapter 5. Global Education Technology Market by Type
5.1 Global Hardware Market by Region
5.2 Global Software Market by Region
5.3 Global Content Market by Region

Chapter 6. Global Education Technology Market by End User
6.1 Global Business Market by Region
6.2 Global Consumer Market by Region

Chapter 7. Global Education Technology Market by Sector
7.1 Global K-12 Market by Region
7.2 Global Preschool Market by Region
7.3 Global Higher Education Market by Region
7.4 Global Others Market by Region

Chapter 8. Global Education Technology Market by Region

Chapter 9. Company Profiles
9.1 Google LLC
9.1.1 Company Overview
9.1.2 Financial Analysis
9.1.3 Segmental and Regional Analysis
9.1.4 Research & Development Expense
9.1.5 Recent strategies and developments
9.1.5.1 Partnerships, Collaborations, and Agreements
9.1.5.2 Product Launches and Product Expansions
9.1.5.3 Acquisition and Mergers
9.1.6 SWOT Analysis
9.2 Microsoft Corporation
9.2.1 Company Overview
9.2.2 Financial Analysis
9.2.3 Segmental and Regional Analysis
9.2.4 Research & Development Expenses
9.2.5 Recent strategies and developments
9.2.5.1 Product Launches and Product Expansions
9.2.5.2 Acquisition and Mergers
9.2.6 SWOT Analysis
9.3 Instructure, Inc. (Instructure Holdings, Inc.)(Thoma Bravo, LP)
9.3.1 Company Overview
9.3.2 Financial Analysis
9.3.3 Regional Analysis
9.3.4 Research & Development Expenses
9.3.5 Recent strategies and developments
9.3.5.1 Partnerships, Collaborations, and Agreements
9.3.5.2 Acquisition and Mergers
9.4 Coursera, Inc.
9.4.1 Company Overview
9.4.2 Financial Analysis
9.4.3 Segmental and Regional Analysis
9.4.4 Research & Development Expenses
9.4.5 Recent strategies and developments
9.4.5.1 Partnerships, Collaborations, and Agreements
9.4.5.2 Acquisition and Mergers
9.5 Chegg, Inc.
9.5.1 Company Overview
9.5.2 Financial Analysis
9.5.3 Product Lines Analysis
9.5.4 Research & Development Expenses
9.5.5 Recent strategies and developments
9.5.5.1 Product Launches and Product Expansions
9.6 edX, Inc. (2U, Inc.)
9.6.1 Company Overview
9.6.2 Financial Analysis
9.6.3 Segmental and Regional Analysis
9.6.4 Recent strategies and developments
9.6.4.1 Product Launches and Product Expansions
9.7 BYJU’S
9.7.1 Company Overview
9.7.2 Recent strategies and developments
9.7.2.1 Partnerships, Collaborations, and Agreements
9.7.2.2 Product Launches and Product Expansions
9.7.2.3 Acquisition and Mergers
9.8 Upgrad Education Private Limited
9.8.1 Company Overview
9.8.2 Recent strategies and developments
9.8.2.1 Product Launches and Product Expansions
9.8.2.2 Acquisition and Mergers
9.9 Udacity, Inc.
9.9.1 Company Overview
9.9.2 Recent strategies and developments
9.9.2.1 Partnerships, Collaborations, and Agreements
9.9.2.2 Geographical Expansions
9.10. Edutech
9.10.1 Company Overview
9.10.2 Recent strategies and developments
9.10.2.1 Partnerships, Collaborations, and Agreements

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