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Home›Education›Global Education Technology Industry Expected to Reach $283 Billion by 2028 – ResearchAndMarkets.com

Global Education Technology Industry Expected to Reach $283 Billion by 2028 – ResearchAndMarkets.com

By admin1
August 22, 2022
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Dublin–(business wire)–“Global Education Technology Market Size, Share & Industry Trends Analysis Report By Deployment (On-Premises & Cloud), By Type (Hardware, Software & Content), By End-User (Business & Consumer), By Sector, 2022-2028 Regional Outlook and Forecast report added of ResearchAndMarkets.com Recruitment.

The global education technology market size is expected to reach $283 billion by 2028, with market growth of 15.5% CAGR during the forecast period.

Educational technology (EdTech) refers to the hardware and software used to educate children on a virtual level in order to improve classroom learning and improve student performance. EdTech platforms help students overcome obstacles and reach a complete education by leveraging technology in learning and teaching. E-books, which can be downloaded online from anywhere in the world, are becoming more and more popular among students. Digital content is cheaper to produce and more expensive to produce than printed content.

Digital books are available in many languages ​​and can be quickly translated and accessed by many people. Learners can also listen to scholarly material in audio format to expand vocabulary and develop better interpretive reading skills. This is especially beneficial for individuals with physical limitations. Released OrbitNote, a PDF-ready software that allows you to

OrbitNote is also expected to allow users to interact with digital copies in entirely new ways. Businesses are expected to create a welcoming, dynamic, and collaborative environment for all. EdTech solutions are expected to emerge with the advancement of cutting-edge technologies such as AI, IoT, and AR/VR, and play an important role in expanding the market. In EdTech solutions he uses AR and VR to give students a more immersive experience. This allows students to explore and interact with abstract concepts in a natural way, improving student engagement.

For example, zSpace, Inc., a US-based EdTech company that offers hybrid or remote learning, introduced new AR/VR learning gear in January 2022. Glasses required. However, the implementation of blockchain technology allows end-users to retain and protect student records and learners, allowing educators to study consumption patterns of content provided to students and make data-driven decisions. increase.

Market growth factors

technology improvement

EdTech solutions are expected to expand in step with technological advances such as IoT and AI. Using AR and VR in these systems gives students a more active learning experience. This increases student engagement as they are able to develop and interact with abstract subjects in a natural way. Blockchain technology also allows consumers to maintain and protect student and learner records, enabling educators to examine resource consumption patterns and make data-driven decisions.

Customized learning opportunities

Access to educational information is available 24 hours a day, 7 days a week thanks to technology. Classes can be completed entirely online using your laptop or mobile device. A hybrid learning model combines remote access to technology with frequent in-person classroom sessions.

In both cases, technology can be used to adapt individual student learning plans. Teachers can design lessons based on student interests and strengths. Students can study at their own pace. This is an added benefit. Additionally, students can review lesson plan videos when they need to study class material to gain a deeper understanding of key ideas. Teachers can use the data collected by these online her activities to discover what problems students were having in a particular course and provide additional help and support.

Market restraining factors

Reduce direct peer communication

Technology is often designed with the best intentions in mind to save time and facilitate certain mechanical tasks. However, advances in technology have automated almost all school tasks. As a result, what started out as a good idea has led to a situation where future generations are expected to be unable to perform basic cognitive tasks without the help of technology.

Moreover, if children rely on technology to solve all their problems in school, they must be aware that they will gradually lose the much-needed problem-solving skills. Teachers and institutions as a whole must impose constraints on the use of technology in education as the only answer to this challenge.

Scope of investigation

Market segments covered in the report:

By Placement

By type

  • hardware

  • software

  • content

By end user

by sector

  • K-12

  • Preschool

  • higher education

  • others

by geography

  • North America

  • Europe

  • Asia Pacific

  • Ramea

major market players

  • Google LLC

  • microsoft

  • Infrastructure Co., Ltd.

  • Coursera Co., Ltd.

  • Check Co., Ltd.

  • Edex Co., Ltd.

  • BYJU’S

  • Upgrade Education Private Limited

  • Yudacity Co., Ltd.

  • Ed Tech

For more information on this report, please visit https://www.researchandmarkets.com/r/r832v6.



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