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Education Apps Market by End-user and Geography - Forecast and Analysis 2022-2026

  • Published: Mar 2022
  • Pages: 120
  • SKU: IRTNTR41164
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The education apps market share is expected to increase by USD 70.55 billion from 2020 to 2025, and the market’s growth momentum will decelerate at a CAGR of 27.49%.

This education apps market research report provides valuable insights on the post COVID-19 impact on the market, which will help companies evaluate their business approaches. Furthermore, this report extensively covers education apps market segmentation by end-user (higher education and pre K-12) and geography (APAC, Europe, North America, South America, and MEA). The education apps market report also offers information on several market vendors, including Age of Learning Inc., Alphabet Inc., Duolingo Inc., Edmodo, edX Inc., Lumos Labs Inc., MyScript, Quizlet Inc., Rosetta Stone Ltd., and WizIQ Inc. among others.

What will the Education Apps Market Size be During the Forecast Period?

Download the Free Report Sample to Unlock the Education Apps Market Size for the Forecast Period and Other Important Statistics

 

Education Apps Market: Key Drivers, Trends, and Challenges

The growing demand for stem-based apps is notably driving the education apps market growth, although factors such as data security may impede market growth. Our research analysts have studied the historical data and deduced the key market drivers and the COVID-19 pandemic impact on the education apps industry. The holistic analysis of the drivers will help in deducing end goals and refining marketing strategies to gain a competitive edge.

Key Education Apps Market Driver

One of the key factors driving the global education apps market growth is the growing demand for STEM-based apps. For instance, in the US, there is an increasing demand for STEM jobs, majorly in Colombia, Virginia, Washington, and Massachusetts, areas filled with bachelor degree holders, post-secondary graduates, and Ph.D. holders. Emerging app developers are investing in creating numerous apps for the STEM segment. For instance, apps such as Hopscotch and Lightbot help students understand coding technology better. For astronomy and space science, apps such as Pocket Universe and Stephen Hawking Snapshots of the Universe can be installed by users. In the US, there is a shortage of STEM workers compared with the demand. However, in 2019, there were 9.9 million STEM workers in the US, and STEM occupations are projected to grow by 8.0% between 2019 and 2029 compared with 3.7% growth of non-STEM occupations, according to the US Bureau of Labor Statistics. Such factors will drive the market growth during the forecast period.

Key Education Apps Market Trend

Rising focus on wearable technology is one of the key education apps market trends that is expected to impact the industry positively in the forecast period. The option of storing data in the cloud has encouraged users to adopt wearable devices that facilitate learning through apps. The ability of wearable devices to integrate with smartphones and other electronic gadgets has increased their penetration in the global education apps market. In addition, these devices help to monitor learning and the results of the same. For instance, Google Glass is a wearable technology that helps students to take notes, get VR experience, bookmark important messages, and view extra classroom content provided by the professor. The AR feedback system helps to identify students with poor performance. Furthermore, gadgets such as iPods facilitate the development of collaborative learning. Such technological developments are expected to further support the market growth in the coming years.

Key Education Apps Market Challenge

One of the key challenges to the global education apps market growth is data security concerns. The increase in the adoption of educational tools such as apps has increased security threats with respect to the information of students and other administrative data. In the corporate sector, as more businesses rely on BYOD policies, the connection of devices increases the exposure to security threats due to the lack of security system installations. This risk of potential breaches in corporate networks is reducing the rate of adoption of mobile learning through apps. The increasing use of mobile apps for education in institutions and organizations is creating avenues for hacking confidential information and making it harder for the IT department to regulate the access to data on its backend systems. Hence, the threat to data security can offset market growth during the forecast period.

This education apps market analysis report also provides detailed information on other upcoming trends and challenges that will have a far-reaching effect on the market growth. The actionable insights on the trends and challenges will help companies evaluate and develop growth strategies for 2021-2025.

Parent Market Analysis

Technavio categorizes the global education apps market as a part of the global education services market. Our research report has extensively covered external factors influencing the parent market growth potential in the coming years, which will determine the levels of growth of the education apps market during the forecast period.

Who are the Major Education Apps Market Vendors?

The report analyzes the market’s competitive landscape and offers information on several market vendors, including:

 

  • Age of Learning Inc.
  • Alphabet Inc.
  • Duolingo Inc.
  • Edmodo
  • edX Inc.
  • Lumos Labs Inc.
  • MyScript
  • Quizlet Inc.
  • Rosetta Stone Ltd.
  • WizIQ Inc.

 

This statistical study of the education apps market encompasses successful business strategies deployed by the key vendors. The education apps market is fragmented and the vendors are deploying growth strategies such as product innovation to compete in the market.

Product Insights and News

  • Age of Learning Inc. - The company offers education apps for different academies such as ABCmouse early learning academy, adventure academy, math academy, and others. 
  • Age of Learning Inc. - Under the unified segment, the company offers educational services such as Adventure Academy, My Math Academy, and ReadingIQ. 

To make the most of the opportunities and recover from post COVID-19 impact, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.

The education apps market forecast report offers in-depth insights into key vendor profiles. The profiles include information on the production, sustainability, and prospects of the leading companies.

Education Apps Market Value Chain Analysis

Our report provides extensive information on the value chain analysis for the education apps market, which vendors can leverage to gain a competitive advantage during the forecast period. The end-to-end understanding of the value chain is essential in profit margin optimization and evaluation of business strategies. The data available in our value chain analysis segment can help vendors drive costs and enhance customer services during the forecast period.

Which are the Key Regions for Education Apps Market?

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41% of the market’s growth will originate from APAC during the forecast period. China and Australia are the key markets for education apps in APAC. However, market growth in this region will be slower than the growth of the market in other regions.

The increasing awareness about education apps, growing internet penetration, the adoption of smartphones, the increasing emphasis on technology by educational institutions, and favorable government initiatives will facilitate the education apps market growth in APAC over the forecast period. This market research report entails detailed information on the competitive intelligence, marketing gaps, and regional opportunities in store for vendors, which will assist in creating efficient business plans.

What are the Revenue-generating End-user Segments in the Education Apps Market?

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The education apps market share growth by the higher education segment will be significant during the forecast period. The growth is attributed to the surge in demand for higher education applications across the world, owing to the temporary closure of colleges and universities in response to the restrictions imposed by the governments of different countries to contain the spread of COVID-19. 

This report provides an accurate prediction of the contribution of all the segments to the growth of the education apps market size and actionable market insights on post COVID-19 impact on each segment.

 

Education Apps Market Scope

Report Coverage

Details

Page number

120

Base year

2020

Forecast period

2021-2025

Growth momentum & CAGR

Decelerate at a CAGR of 27.49%

Market growth 2021-2025

$ 70.55 billion

Market structure

Fragmented

YoY growth (%)

29.98

Regional analysis

APAC, Europe, North America, South America, and MEA

Performing market contribution

APAC at 41%

Key consumer countries

US, UK, China, Germany, and Australia

Competitive landscape

Leading companies, Competitive strategies, Consumer engagement scope

Key companies profiled

Age of Learning Inc., Alphabet Inc., Duolingo Inc., Edmodo, edX Inc., Lumos Labs Inc., MyScript, Quizlet Inc., Rosetta Stone 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, Market condition analysis for forecast 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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What are the Key Data Covered in this Education Apps Market Report?

  • CAGR of the market during the forecast period 2021-2025
  • Detailed information on factors that will drive education apps market growth during the next five years
  • Precise estimation of the education apps market size and its contribution to the parent market
  • Accurate predictions on upcoming trends and changes in consumer behavior
  • The growth of the education apps industry across APAC, Europe, North America, South America, and MEA
  • A thorough analysis of the market’s competitive landscape and detailed information on vendors
  • Comprehensive details of factors that will challenge the growth of education apps market vendors

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1. Executive Summary                         

2. Market Landscape                            

               2.1 Market ecosystem             

                              Exhibit 01:  Parent market

                              Exhibit 02:  Market Characteristics

               2.2 Value chain analysis           

                              Exhibit 03:  Value chain analysis: Education services

                              2.2.1 Inputs

                              2.2.2 Operations

                              2.2.3 Connecting and innovating

                              2.2.4 Marketing and sales

                              2.2.5 Support activities

                              2.2.6 Innovations

3. Market Sizing                      

               3.1 Market definition

                              Exhibit 04:  Offerings of vendors included in the market definition

               3.2 Market segment analysis  

                              Exhibit 05:  Market segments

               3.3 Market size 2020 

               3.4 Market outlook: Forecast for 2020 - 2025 

                              Exhibit 06:  Global - Market size and forecast 2020 - 2025 ($ billion)

                              Exhibit 07:  Global market: Year-over-year growth 2020 - 2025 (%)

4. Five Forces Analysis                         

               4.1 Five Forces Summary         

                              Exhibit 08:  Five forces analysis 2020 & 2025

               4.2 Bargaining power of buyers            

                              Exhibit 09:  Bargaining power of buyers

               4.3 Bargaining power of suppliers        

                              Exhibit 10: Bargaining power of suppliers

               4.4 Threat of new entrants     

                              Exhibit 11:  Threat of new entrants

               4.5 Threat of substitutes          

                              Exhibit 12: Threat of substitutes

               4.6 Threat of rivalry   

                              Exhibit 13: Threat of rivalry

               4.7 Market condition 

                              Exhibit 14:  Market condition - Five forces 2020

5. Market Segmentation by End-user                            

               5.1 Market segments

                              The segments covered in this chapter are:

  • Higher education
  • Pre K-12

                              Exhibit 15:  End-user - Market share 2020-2025 (%)

               5.2 Comparison by  End-user  

                              Exhibit 16:  Comparison by  End-user

               5.3 Higher education - Market size and forecast 2020-2025      

                              Exhibit 17:  Higher education - Market size and forecast 2020-2025 ($ billion)

                              Exhibit 18:  Higher education - Year-over-year growth 2020-2025 (%)

               5.4 Pre K-12 - Market size and forecast 2020-2025       

                              Exhibit 19:  Pre K-12 - Market size and forecast 2020-2025 ($ billion)

                              Exhibit 20:  Pre K-12 - Year-over-year growth 2020-2025 (%)

               5.5 Market opportunity by End-user   

                              Exhibit 21:  Market opportunity by End-user

6. Customer landscape                        

                              Technavio’s customer landscape matrix comparing Drivers or price sensitivity, Adoption lifecycle, importance in customer price basket, Adoption rate and Key purchase criteria

               6.1 Overview

                              Exhibit 22:  Customer landscape

7. Geographic Landscape                    

               7.1 Geographic segmentation

                              The regions covered in the report are:

  • APAC
  • Europe
  • North America
  • South America
  • MEA

                              Exhibit 23:  Market share by geography 2020-2025 (%)

               7.2 Geographic comparison    

                              Exhibit 24:  Geographic comparison

               7.3 APAC - Market size and forecast 2020-2025             

                              Exhibit 25:  APAC - Market size and forecast 2020-2025 ($ billion)

                              Exhibit 26:  APAC - Year-over-year growth 2020-2025 (%)

               7.4 Europe - Market size and forecast 2020-2025         

                              Exhibit 27:  Europe - Market size and forecast 2020-2025 ($ billion)

                              Exhibit 28:  Europe - Year-over-year growth 2020-2025 (%)

               7.5 North America - Market size and forecast 2020-2025          

                              Exhibit 29:  North America - Market size and forecast 2020-2025 ($ billion)

                              Exhibit 30:  North America - Year-over-year growth 2020-2025 (%)

               7.6 South America - Market size and forecast 2020-2025          

                              Exhibit 31:  South America - Market size and forecast 2020-2025 ($ billion)

                              Exhibit 32:  South America - Year-over-year growth 2020-2025 (%)

               7.7 MEA - Market size and forecast 2020-2025              

                              Exhibit 33:  MEA - Market size and forecast 2020-2025 ($ billion)

                              Exhibit 34:  MEA - Year-over-year growth 2020-2025 (%)

               7.8 Key leading countries        

                              Exhibit 35:  Key leading countries

               7.9 Market opportunity by geography

                              Exhibit 36:  Market opportunity by geography ($ billion)

8. Drivers, Challenges, and Trends                  

               8.1 Market drivers      

                              8.1.1 Growing demand for STEM-based apps

                              8.1.2 Growing government initiatives

                              8.1.3 Increase in penetration of phone Internet

               8.2 Market challenges              

                              8.2.1 Data security

                              8.2.2 High cost of interoperability and OS fragmentation

                              8.2.3 High competition from MOOCs

                              Exhibit 37:  Impact of drivers and challenges

               8.3 Market trends      

                              8.3.1 Growing focus on wearable technology

                              8.3.2 Rising demand for game-based learning

                              8.3.3 Increase in the integration of apps

                              8.3.4 Growing emphasis on technology-based course delivery

                              8.3.5 Blended learning through AR

9. Vendor Landscape                            

               9.1 Overview

                              Exhibit 38:  Vendor landscape

               9.2 Landscape disruption         

                              Exhibit 39:  Landscape disruption

                              Exhibit 40:  Industry risks

10. Vendor Analysis               

               10.1 Vendors covered              

                              Exhibit 41:  Vendors covered

               10.2 Market positioning of vendors    

                              Exhibit 42: Market positioning of vendors

               10.3 Age of Learning Inc.        

                              Exhibit 43:  Age of Learning Inc. - Overview

                              Exhibit 44:  Age of Learning Inc. - Product and service

                              Exhibit 45:  Alphabet Inc. - Key news

                              Exhibit 46:  Age of Learning Inc. - Key offerings

               10.4 Alphabet Inc.      

                              Exhibit 47:  Alphabet Inc. - Overview

                              Exhibit 48:  Alphabet Inc. - Business segments

                              Exhibit 49:  Alphabet Inc. - Key offerings

                              Exhibit 50:  Alphabet Inc. - Segment focus

               10.5 Duolingo Inc.      

                              Exhibit 51:  Duolingo Inc. - Overview

                              Exhibit 52:  Duolingo Inc. - Product and service

                              Exhibit 53:  Duolingo Inc. - Key offerings

               10.6 Edmodo

                              Exhibit 54:  Edmodo - Overview

                              Exhibit 55:  Edmodo - Product and service

                              Exhibit 56:  Edmodo - Key offerings

               10.7 edX Inc.

                              Exhibit 57:  edX Inc. - Overview

                              Exhibit 58:  edX Inc. - Product and service

                              Exhibit 59:  edX Inc. - Key news

                              Exhibit 60:  edX Inc. - Key offerings

               10.8 Lumos Labs Inc. 

                              Exhibit 61:  Lumos Labs Inc. - Overview

                              Exhibit 62: Lumos Labs Inc. - Key offerings

               10.9 MyScript              

                              Exhibit 63:  MyScript - Overview

                              Exhibit 64:  MyScript - Product and service

                              Exhibit 65:  MyScript - Key offerings

               10.10 Quizlet Inc.       

                              Exhibit 66:  Quizlet Inc. - Overview

                              Exhibit 67:  Quizlet Inc. - Product and service

                              Exhibit 68:  Quizlet Inc. - Key news

                              Exhibit 69:  Quizlet Inc. - Key offerings

               10.11 Rosetta Stone Ltd.         

                              Exhibit 70:  Rosetta Stone Ltd. - Overview

                              Exhibit 71:  Rosetta Stone Ltd. - Business segments

                              Exhibit 72:  Rosetta Stone Ltd. - Key news

                              Exhibit 73:  Rosetta Stone Ltd. - Key offerings

                              Exhibit 74:  Rosetta Stone Ltd. - Segment focus

               10.12 WizIQ Inc.         

                              Exhibit 75:  WizIQ Inc. - Overview

                              Exhibit 76:  WizIQ Inc. - Product and service

                              Exhibit 77:  WizIQ Inc. - Key offerings

11. Appendix                           

               11.1 Scope of the report         

                              11.1.1 Market definition

                              11.1.2 Objectives

                              11.1.3 Notes and caveats

               11.2 Currency conversion rates for US$            

                              Exhibit 78:  Currency conversion rates for US$

               11.3 Research Methodology   

                              Exhibit 79:  Research Methodology

                              Exhibit 80:  Validation techniques employed for market sizing

                              Exhibit 81:  Information sources

               11.4 List of abbreviations        

                              Exhibit 82:  List of abbreviations

Research Framework

Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The analysts have presented the various facets of the market with a particular focus on identifying the key industry influencers. The data thus presented is comprehensive, reliable, and the result of extensive research, both primary and secondary.

TechnavioINFORMATION SOURCES

Primary sources

  • Manufacturers and suppliers
  • Channel partners
  • Industry experts
  • Strategic decision makers

Secondary sources

  • Industry journals and periodicals
  • Government data
  • Financial reports of key industry players
  • Historical data
  • Press releases
Technavio

TechnavioDATA ANALYSIS

Data Synthesis

  • Collation of data
  • Estimation of key figures
  • Analysis of derived insights

Data Validation

  • Triangulation with data models
  • Reference against proprietary databases
  • Corroboration with industry experts
Technavio

TechnavioREPORT WRITING

Qualitative

  • Market drivers
  • Market challenges
  • Market trends
  • Five forces analysis

Quantitative

  • Market size and forecast
  • Market segmentation
  • Geographical insights
  • Competitive landscape
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The education apps market growth will increase by $87.45 billion during 2022-2026.
The education apps market is expected to grow at a CAGR of 26.32% during 2022-2026.
Technavio has segmented the education apps market by end-user (Higher Education and Pre K 12) and geographic (APAC, North America, Europe, South America, and Middle East and Africa).
Age of Learning Inc., Alphabet Inc., Blake eLearning, Coursera Inc., Duolingo Inc., Edmodo, edX LLC., Epic Creations Inc., Hologo World Inc., Quizlet Inc., Rosetta Stone Ltd., Sololearn Inc., StudyBlue Inc., ThinkFluency LLC, Udemy Inc., UMU Technology CO. LTD., WizIQ Inc., Wolfram, Lumos Labs Inc., MyScript are a few of the key vendors in the education apps market.
APAC will register the highest growth rate of 34.18% among the other regions. Therefore, the education apps market in APAC is expected to garner significant business opportunities for the vendors during the forecast period.
  • US
  • Canada
  • India
  • China
  • Germany
The key factors driving the education apps market growth are:
  • Growing demand for STEM-based apps

    The increasing 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 instance, in the US, there is an increasing demand for STEM jobs, majorly in Colombia, Virginia, Washington, and Massachusetts, areas filled with bachelor degree holders, post-secondary graduates, and Ph.D. holders. Globally, both developing and developed countries are emphasizing improving STEM education systems due to growing opportunities in these streams. Also, the increasing number of projects on STEM subjects is creating demand for STEM-based apps. As apps involve video learning, which includes the use of tools and the process of working, they help students in understanding the basic concepts clearly. 

    Thus, emerging app developers are investing in creating numerous apps for the STEM segment. For instance, apps such as Hopscotch and Lightbot help students understand coding technology better. For astronomy and space science, apps such as Pocket Universe, NASA Visualization Explorer, and Stephen Hawking Snapshots of the Universe can be installed by users. Get the Math, Project Noah, and Mathalicious are few other examples of apps designed specifically for imparting knowledge on the STEM fields. In the US, there is a shortage of STEM workers compared with the demand. However, in 2019, there were 9.9 million STEM workers in the US, and STEM occupations are projected to grow by 8.0% between 2019 and 2029 compared with 3.7% growth of non-STEM occupations, according to the US Bureau of Labor Statistics. These factors will drive the growth of the market in focus during the forecasted period.

     

  • Growing focus on wearable technology

    Wearable technology in the education industry plays a prominent role in engaging students and improving the focus on learning. Wearable technologies improve communication between teachers and students by facilitating a platform for sharing ideas, implementing processes, and exchanging feedback. Wearable smart devices are a growing trend in the global education apps market. Smart devices allow a user to install apps and learn subjects. The audio and video files can be viewed and stored anytime. The option of storing data in the cloud has encouraged users to adopt wearable devices that facilitate learning through apps. The ability of wearable devices to integrate with smartphones and other electronic gadgets has increased their penetration in the global education apps market. 

    In addition, these devices help to monitor learning and the results of the same. The increasing innovation and growing investments by companies in wearable technology are expected to drive the growth of the global education apps market. For instance, Google Glass is a wearable technology that helps students to take notes, get VR experience, bookmark important messages, and view extra classroom content provided by the professor. The gadget helps teachers to create and share schedules with students. The AR feedback system helps to identify students with poor performance. The wearable devices can be connected to apps, and the learning is enhanced. Further, gadgets such as iPods facilitate the development of collaborative learning. Smartwatches help learners in learning foreign languages and engage learners in games to help them learn the subject effectively. Thus, growing technological advances in wearable devices will encourage market growth.

     

The education apps market vendors should focus on grabbing business opportunities from the higher education segment as it accounted for the largest market share in the base year.
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