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The education apps market size is forecast to increase by USD 4.18 billion, at a CAGR of 11.78% between 2023 and 2028. The report includes historic market data from 2018 - 2022.
Moreover, the market's expansion is propelled by various factors, including the increasing emphasis on digital learning driven by government initiatives, the rising demand for education apps centered on STEM-based education, and the surging popularity of overall education apps. Government initiatives aimed at promoting digital learning are creating a conducive environment for the adoption of educational technology solutions. Additionally, the focus on STEM (Science, Technology, Engineering, and Mathematics) education has led to a heightened demand for apps that cater to these specific subjects, driving innovation and development in the education technology sector. Moreover, the broader appeal of education apps across various age groups and educational levels contributes significantly to the market's growth trajectory. This report also includes an in-depth market growth analysis, market trends and analysis, and market forecasting of forecast and historic.
Companies are implementing various strategies, such as strategic alliances, partnerships, mergers and acquisitions, geographical expansion, and product/service launches, to enhance their presence in the market.
2U Inc: The company offers education apps such as edX that provides access to online courses from top universities and institutions through its subsidiary edX Inc.
The market report also includes detailed analyses of the competitive landscape of the market and information about 20 market companies, including:
Qualitative and quantitative analysis of companies has been conducted to help clients understand the wider business environment as well as the strengths and weaknesses of key market research and growth and players. Data is qualitatively analyzed to categorize companies as pure play, category-focused, industry-focused, and diversified; it is quantitatively analyzed to categorize companies as dominant, leading, strong, tentative, and weak.
North America is estimated to contribute 33% to the growth of the global market during the forecast period. Technavio's analysts have provided extensive insight into market forecasting, detailing the regional trends and drivers influencing the market's trajectory throughout the forecast years.
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In North America, especially in the US and Canada, the market is thriving, fuelled by robust government initiatives aimed at advancing digital learning and the integration of advanced technology in education. In addition, both federal and state/provincial governments in North America have launched numerous initiatives to support the adoption of education technology (EdTech) solutions in schools and universities. For example, in the US, initiatives like the Every Student Succeeds Act (ESSA) and the National Education Technology Plan prioritize the use of technology to enhance learning outcomes and provide equal access to good quality education for all students. Furthermore, programs such as the Investing in Innovation (i3) Fund and the Educational Technology, Media, and Materials (ETechM2) Program allocate funding for the development and implementation of innovative educational technologies, including these apps. Hence, such factors are driving the market growth in North America during the forecast period.
The market is a dynamic ecosystem driven by smart devices and the seamless integration of audio and video files within cloud-based platforms. It encompasses wearable devices and operates through a robust industry chain, with varying concentration ratios among leading companies due to ongoing mergers & acquisitions. Emerging market trends such as the dominance of IOS and Android platforms, coupled with a focus on pre-primary, primary, and secondary education, are steering revenue growth. However, regional conflicts and geological obstacles present challenges. Key competitors vie for market share across diverse applications and types of educational content, driving major business initiatives and sales strategies. Recent developments in wearable technology and ICT infrastructure underscore the sector's commitment to quality education and overall development. However, technical issues and the need for sustained educational startup innovation remain critical to the market's evolution and success.
By Product
The high education segment is estimated to witness significant growth during the forecast period. The higher education segment of the global market caters to the requirements of universities, colleges, and professional schools, offering a diverse array of digital learning solutions. In addition, these apps facilitate a flexible and accessible learning experience for undergraduate, graduate, and postgraduate students, providing course materials, interactive lectures, collaborative tools, assessment platforms, and career development resources.
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The high education segment was the largest segment and was valued at USD 1.56 billion in 2018. Moreover, prominent players in this segment include Coursera, which is known for its online courses and degree programs; Microsoft, which offers online courses and professional certificates from top universities globally; and others. In addition, these players continue to innovate, integrating artificial intelligence, data analytics, and virtual reality to enhance learning experiences. Furthermore, institutions in the higher education segment use apps for activities such as assessments, distribution of educational content, and sharing schedules. In addition, technology developments such as AR and VR have resulted in the evolution of numerous learning apps, especially for students pursuing an education in subjects such as medical science and engineering that require extensive practical learning. Hence, such factors are fuelling the growth of this segment which in turn drives the market growth during the forecast period.
The market is driven by the proliferation of smart devices and the seamless integration of audio and video files via cloud platforms. Trends like the surge in wearable devices and mergers & acquisitions among leading companies signify market evolution. However, challenges like regional conflicts, technical issues, and the need to ensure quality education pose significant hurdles. As IOS and Android platforms dominate across pre-primary, primary, and higher education, revenue growth is propelled alongside ongoing developments in wearable technology and ICT infrastructure. Our researchers analyzed the data with 2023 as the base year, along with the market trends and analysis, drivers, and challenges. A holistic market growth analysis and report of drivers will help companies refine their marketing strategies to gain a competitive advantage.
Growing demand for STEM-based education apps is notably driving the market. The growing job opportunities in STEM fields are encouraging students to opt for STEM subjects and encouraging learners to install STEM-based education apps that can prepare them for the job market. For example, in the US, there is an increasing demand for STEM jobs, majorly in Virginia, Washington, and Massachusetts, which are full of bachelor's degree holders, post-secondary graduates, and Ph.D. holders.
Moreover, globally, both developing and developed countries are emphasizing improving STEM education due to growing opportunities in these streams. In addition, the increasing number of projects on STEM subjects globally is creating demand for STEM-based apps as apps involve video-based learning, which includes the use of tools that help students understand basic concepts in STEM clearly. Hence, such factors are driving the market during the forecast period.
A growing focus on wearable technology is an emerging trend in the market. Wearable technology in the education industry plays a major role in engaging students and enhancing the focus on learning. In addition, wearable technologies improve communication between teachers and students by facilitating a platform for sharing ideas, implementing processes, and exchanging feedback.
Moreover, wearable smart devices are a growing trend in the global market. In addition, smart devices allow a user to install apps and learn subjects. Furthermore, the audio and video files can be viewed and stored anytime. In addition, the option of storing data in the cloud has encouraged users to adopt wearable devices that facilitate learning through apps. Hence, such factors are driving the market growth during the forecast period.
Interoperability and operating system (OS) issues is a major challenges hindering the market. With the rise in smartphone users, the expanding global market has increased the demand for feature-rich apps. In addition, this has encouraged education mobile app providers to build superior apps to ensure that mobile users receive flawless functionalities.
Moreover, due to the technicalities involved in designing apps, some vendors offer apps that work only for specific operating systems. In addition, the market has several apps that are compatible only with Apple products. Furthermore, the lack of interoperability threatens the growth of the consumer base, thereby reducing sales revenue. Hence, such factors are hindering the market during the forecast period.
The market development analysis report includes the adoption lifecycle of the market, from the innovator’s stage to the laggard’s stage. It focuses on adoption rates in different regions based on market penetration. Furthermore, the market research and growth report also includes key purchase criteria and drivers of price sensitivity to help companies evaluate and develop their growth strategies.
Customer Landscape
The market analysis and report forecasts of market expansion by revenue at global, regional & country levels and provides an analysis of the latest trends and growth opportunities from 2018 to 2028.
The market is intricately connected through its industry chain, marked by a diverse array of industry players ranging from manufacturers to consultants and investors. Mergers & acquisitions play a pivotal role in shaping market dynamics, often leading to changes in the concentration ratio within specific segments. Emerging market trends, including the adoption of smart technologies and the rise of virtual reality (VR) and augmented reality (AR), are driving significant technological advancements in the sector.
Moreover, regionally, regional conflicts may pose challenges, but they are counteracted by collaboration and competition among key competitors striving to offer innovative education apps. These apps span various applications, catering to pre-primary, primary and secondary education, alongside corporate training and lifelong learning programs. ICT infrastructure development in educational institutions and the rise of educational startups further enrich the ecosystem. Advancements such as artificial intelligence (AI) integration enable personalized learning experiences, adapting content based on learning pace and style. Tracking individual performance and addressing special educational needs are key aspects, enhancing accessibility and affordability while also addressing privacy concerns and bridging the digital divide in emerging markets. Gamification adds a layer of engagement, promoting flexibility and convenience in web-based and mobile-based apps across MacOS, Windows, and smartphone platforms, making education apps integral to modern learning paradigms.
Market Scope |
|
Report Coverage |
Details |
Page number |
159 |
Base year |
2023 |
Historic period |
2018-2022 |
Forecast period |
2024-2028 |
Growth momentum & CAGR |
Accelerate at a CAGR of 11.78% |
Market Growth 2024-2028 |
USD 4.18 billion |
Market structure |
Fragmented |
YoY growth 2023-2024(%) |
11.58 |
Regional analysis |
North America, Europe, APAC, South America, and Middle East and Africa |
Performing market contribution |
North America at 33% |
Key countries |
US, China, India, Germany, and UK |
Competitive landscape |
Leading Companies, Market Positioning of Companies, Competitive Strategies, and Industry Risks |
Key companies profiled |
2U Inc., 3P Learning Ltd., Age of Learning Inc., Alphabet Inc., Brilliant Worldwide Inc., Chegg Inc., Coursera Inc., Duolingo Inc., Epic Creations Inc., Hologo World Inc., IXL Learning Inc., Khan Academy Inc., Lumos Labs Inc., Memrise Ltd., Microsoft Corp., Quizlet Inc., Sololearn Inc., Udemy Inc., UMU Technology Co. Ltd., and WizIQ Inc. |
Market dynamics |
Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID-19 impact and recovery analysis and future consumer dynamics, and condition analysis for the market projection period. |
Customization purview |
If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized. |
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1 Executive Summary
2 Market Landscape
3 Market Sizing
4 Historic Market Size
5 Five Forces Analysis
6 Market Segmentation by End-user
7 Market Segmentation by Product
8 Customer Landscape
9 Geographic Landscape
10 Drivers, Challenges, and Trends
11 Vendor Landscape
12 Vendor Analysis
13 Appendix
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