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The education apps market in the US is anticipated to grow at a steady rate and will post a CAGR of more than 6% during the forecast period. According to the market research analyst, the rising demand for virtual schools will drive the growth prospects for the education apps market in the US during the forecasted period. Also, since learning in full-time virtual schools includes different types of content such as video, audio, and simulation, it enhances the learning capabilities of the students.
Moreover, since it involves real-time interactive sessions with fellow learners and trainers from related fields and other regions, students get to learn and share knowledge and ideas. In addition, the industry research report states that the rising trend of mass digitization of education across the world results in the growing demand for virtual schools.
The emergence of new HTML standards will drive the growth prospects for the education apps market in the US until the end of 2020. The introduction of HTML5 has boosted the growth of the global m-learning market by facilitating the creation of mobile apps. At present, developers are using HTML5 with other coding languages, such as jQuery and JavaScript to develop graphics and interactive content. Also, one of the main advantages of HTML5 is its increasing compatibility with most web browsers and mobile operating systems. Furthermore, factors such as better performance, enhanced multimedia, and better connectivity have increased its popularity among many developers.
The educational apps market in the US is diversified and competitive due to the presence of a large number of international and local vendors. Also, various international vendors are finding it difficult to expand their footprint in the market because the established regional vendors dominate the market and have an extensive product portfolio. Furthermore, these vendors compete against each other based on factors such as content, technology, and pricing to gain traction in the market. It has also been estimated that with the increasing trend of product or service extensions, technological innovations, and mergers and acquisitions (M&As), the competitive environment of the market will intensify during the forecast period.
The higher educational institutions segment accounted for the maximum market share during 2015 and will continue to dominate the market for the next few years. One of the major factors responsible for the market segment’s growth is increasing digitalization in the education sector.
Since game-based learning software allows the users or learners to play educational games multiple times, it helps them to understand the topic much better. Also, this form of learning offers a platform for self-paced learning, which, in turn, spurs its demand among end-users.
This report provides a number of factors contributing to the adoption, limitations, and opportunities of the education apps market in the US. It also offers an analysis of each factor and an estimation of the extent to which the factors are likely to impact the overall market growth.
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PART 01: Executive summary
PART 02: Scope of the report
PART 03: Market research methodology
PART 04: Introduction
PART 05: Economic overview
PART 06: Market landscape
PART 07: Market drivers
PART 08: Impact of drivers
PART 09: Market challenges
PART 10: Impact of drivers and challenges
PART 11: Market trends
PART 12: End-user segmentation
PART 13: Vendor landscape
PART 14: Key vendor analysis
PART 15: Other prominent vendors
PART 16: Appendix
PART 17: Explore Technavio
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