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Global AR in Education Market 2017-2021

  • Published: Jul 2017
  • Pages: 70
  • SKU: IRTNTR13931
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This industry research report identifies EON Reality, DAQRI, GAMOOZ, Magic Leap, and QuiverVision as the key vendors in the global AR in education market. This industry research report also presents a competitive analysis of the market by product type (AR hardware and AR content), by end user (K-12 and higher education), and by geography (APAC, Europe, North America, and ROW).

Overview of the global AR in education market

Market research analysts at Technavio predict that the global AR in education market will grow steadily at a CAGR of more than 82% by 2021. This market research analysis identifies the increased emphasis on experiential and collaborative learning as one of the primary growth factors for this market. The implementation of AR in education through apps and textbooks enhance student-centered learning. Experiential learning is the most influential way of acquiring new skills as it involves learning from a strong experience consisting of reflective observation, abstract conceptualization, and testing in new situations and new experience. The AR technology provides a digital overlay of information on the physical environment that enhances the learning experience of students.

In an AR learning experience, the student is completely immersed in the educational content such as videos, audios or games. This enables them to see the education content in the space around them and also interact with the educational content by moving around and changing perspective. AR permits these natural interactions that reduces the cognitive load experienced by the student. The level of knowledge and skills required by the user to access such content through natural interactions is minimum, consequently, resulting in more transparent technology interface between the student and educational content. 

Competitive landscape and key vendors

The market is highly competitive and fragmented due to the presence of several established players and new entrants. The vendors compete based on price, content, and technology and their performance is impacted by security and privacy concerns. The players in this marketspace are focusing on taking measures to innovate products that are affordable to the medium-end consumers and enterprises.

The leading vendors in the market are -

  • EON Reality
  • DAQRI
  • GAMOOZ
  • Magic Leap,
  • QuiverVision

The other prominent vendors in the market are Meta Company, Google, Curiscope, Chromville, Aug That, Popar, Blippar, and InGage.

Segmentation by product type and analysis of the AR in education market

  • AR hardware
  • AR content

AR content superimposes 3D imagery and text over real-time environment that revolutionizes the teaching methodologies. These textbooks consist of interactive elements that can interact with and respond to the students. AR videos and AR gaming along with AR applications and interactive textbooks are being primarily used by the students and the teachers in schools and colleges.

Segmentation by end user and analysis of the AR in education market

  • K-12
  • Higher Education

The rising need for collaborative, experiential, and student-centric learning environment and the focus of governments to make huge investments in the education sector, is influencing the use of AR in higher education. Owing to the increased usage of AR in technologies such as aerospace and defense, automotive, and healthcare, the higher education segment will account for the major shares of this market throughout the forecast period.

Key questions answered in the report include

  • What will the market size and the growth rate be in 2021?
  • What are the key factors driving the global AR in education market?
  • What are the key market trends impacting the growth of the global AR in education market?
  • What are the challenges to market growth?
  • Who are the key vendors in the global AR in education market?
  • What are the market opportunities and threats faced by the vendors in the global AR in education market?
  • Trending factors influencing the market shares of the APAC, Europe, North America, and ROW.
  • What are the key outcomes of the five forces analysis of the global AR in education market?

Technavio also offers customization on reports based on specific client requirement.

Key questions answered in the report include

  • What will the market size and the growth rate be in 2021?
  • What are the key factors driving the global AR in education market?
  • What are the key market trends impacting the growth of the global AR in education market?
  • What are the challenges to market growth?
  • Who are the key vendors in the global AR in education market?
  • What are the market opportunities and threats faced by the vendors in the global AR in education market?
  • Trending factors influencing the market shares of the APAC, Europe, North America, and ROW.
  • What are the key outcomes of the five forces analysis of the global AR in education market?

Technavio also offers customization on reports based on specific client requirement.

This upcoming industry research report on the global AR in education market offers insights into the key trends and emerging drivers influencing the growth of the education industry. Our reports for the education also industry follow a comprehensive data collection methodology and offer an analysis of fast growing market segments like education technology

By considering the market forecast and size, growing demand for various education technology products and services, the market research professionals at Technavio offer an all-inclusive picture of the global AR in education market for the estimated period of 2017 to 2021. Furthermore, our research practices help clients develop effective growth strategies and keep pace with the continually changing market landscape. This market study also offers a comprehensive analysis of various education technology products and services based on the interpretation of the information gathered from specific resources such as channel partners and market stakeholders.

Global AR in Education Market Size

This upcoming market research report on the global AR in education market also covers vendors like Magic Leap, Blippar, Augment, and Aug That. Furthermore, to offer clients the scope to identify potential market opportunities and expand in niche markets, this report on the global AR in education market also covers geographies like North America, Europe, APAC, and ROW.

The upcoming industry research report on the global AR in education market also categorizes the key drivers, major trends, as well as the restraints that the education technology sector currently experiences. It also presents insights into the rapidly changing competitive scenario to give clients a realistic picture of the forthcoming events within the education industry. Technavio also provides deep-dive market assessments into related sectors such as k12 and higher education.

Our market research methodology for the global AR in education market Global AR in Education Market Market segmentation by region

Technavio also provides clients the option to customize every report to suit their specific requirements and offers attractive discounts on all upcoming reports and future purchases.

PART 01: Executive summary

PART 02: Scope of the report

PART 03: Research Methodology

PART 04: Introduction

  • Market outline

PART 05: Market overview

  • Five forces analysis

PART 06: Market segmentation by product

  • Global AR in education market by product
  • Global AR hardware in education market
  • Global AR content in education market

PART 07: Market segmentation by end-user

  • Global AR in education by end-user
  • Global AR in education in K-12 segment
  • Global AR in education in higher education segment

PART 08: Geographical segmentation

  • Global AR in education market by geography
  • AR in education market in North America
  • AR in Education market in Europe
  • AR in education market in APAC
  • AR in education market in ROW

PART 09: Decision framework

PART 10: Drivers and challenges

  • Market drivers
  • Market challenges

PART 11: Market trends

  • Blended learning through AR textbooks
  • Learning through AR gaming
  • Student-centric learning environment

PART 12: Vendor landscape

  • Competitive landscape

PART 13: Key vendor analysis

  • EON Reality
  • magic leap
  • DAQRI
  • QuiverVision
  • GAMOOZ

PART 14: Other prominent vendors

PART 15: Appendix

  • 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
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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
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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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