Der globale AR-Markt im Bildungsbereich soll voraussichtlich von 3,47 Milliarden US-Dollar im Jahr 2023 auf 24,23 Milliarden US-Dollar im Jahr 2030 wachsen und im Prognosezeitraum eine durchschnittliche jährliche Wachstumsrate (CAGR) von 32 % aufweisen.
Augmented Reality bezeichnet im Bildungsbereich die Einbindung digitaler Inhalte in die physische Umgebung, um den Lernprozess zu bereichern. Im Gegensatz zu Virtual Reality (VR) , die vollständig immersive künstliche Umgebungen schafft, verbessert AR reale Umgebungen durch Überlagerung digitaler Elemente. In Bildungseinrichtungen kann auf AR-Technologie über Geräte wie Smartphones, Tablets oder spezielle AR-Brillen zugegriffen werden, sodass Schüler mit virtuellen Objekten interagieren, komplexe Konzepte erkunden und an dynamischen Lernerfahrungen teilnehmen können. So kann AR beispielsweise historische Ereignisse animieren, indem digitale Rekonstruktionen auf greifbare Artefakte oder Orte gelegt werden, sodass Schüler abstrakte Ideen besser visualisieren und erfassen können. Darüber hinaus ermöglicht AR maßgeschneiderte Lernerfahrungen, die auf die individuellen Anforderungen der Schüler zugeschnitten sind und aktive Beteiligung und tieferes Verständnis fördern. Durch die Bereitstellung immersiver und interaktiver Lernmöglichkeiten ist AR bereit, herkömmliche Bildungspraktiken zu verändern und Lernen fesselnder, zugänglicher und wirkungsvoller zu machen.
The demand for augmented reality (AR) in education is on the rise as it promises to revolutionize traditional teaching methods and elevate the learning experience. AR offers a dynamic platform that seamlessly integrates digital content into the physical world, creating interactive and immersive learning environments. This technology captivates students by delivering engaging, hands-on experiences tailored to diverse learning styles and preferences. By overlaying virtual elements onto real-world settings, AR empowers students to visualize abstract concepts, delve into complex subjects, and interact meaningfully with digital objects. Moreover, AR fosters active participation and collaboration among students, leading to deeper comprehension and retention of information. As educators increasingly recognize AR's potential to transform learning, the demand for AR-enabled educational tools and applications continues to surge, driving innovation and progress in the educational landscape.
ATTRIBUTE | DETAILS |
Study period | 2020-2030 |
Base year | 2022 |
Estimated year | 2023 |
Forecasted year | 2023-2030 |
Historical period | 2019-2021 |
Unit | Value (USD Billion) |
Segmentation | By Application, Product and Region |
By Application |
|
By Product |
|
By Region |
|
The global AR in education market size is projected to grow from USD 3.47 billion in 2023 to USD 24.23 billion by 2030, exhibiting a CAGR of 32% during the forecast period.
North America accounted for the largest market in the AR in education market.
Apple Inc.,Blippar, DAQRI,EON Reality Inc., Google,HP Reveal ,HTC Corporation, Lenovo,Magic Leap, Marxent, Merge Labs Inc.,Meta Company, Microsoft Corporation, Oculus VR.
Educational institutions are increasingly incorporating AR technology into their curriculum across diverse subjects and fields. AR applications are being developed with specific alignment to educational standards and learning objectives, simplifying the integration of AR into lesson plans for educators.
The global AR in education market is divided into three segments, by application, product and region. By application, the market is divided into AR in K to 12, AR in primary and secondary education, AR in higher education. By product, the market is divided into AR solutions in education, AR hardware in education, AR content management in education, AR gaming in education and by region.
[caption id="attachment_41250" align="aligncenter" width="697"]Within the Augmented Reality (AR) in Education market, applications are categorized into three primary segments: AR in K-12 Education, AR in Primary and Secondary Education, and AR in Higher Education. AR in K-12 Education targets students from kindergarten through 12th grade, offering tailored AR experiences to suit their learning needs and preferences. This sector encompasses a wide array of AR-driven educational resources, such as interactive textbooks, immersive simulations, educational games, and virtual field trips. By employing AR technology, these applications aim to captivate young learners, rendering learning more interactive, engaging, and effective. They achieve this by visualizing abstract concepts, facilitating hands-on exploration, and delivering personalized learning experiences. In Primary and Secondary Education, AR applications extend their reach to encompass students across primary and secondary school levels.
[caption id="attachment_41251" align="aligncenter" width="712"]This segment offers diverse AR-enhanced learning materials and activities that support curriculum-based learning objectives, stimulate critical thinking, and enhance student involvement. Examples include interactive storytelling, language learning platforms, skill-building exercises, and subject-specific educational content. AR in Higher Education focuses on enriching teaching and learning experiences within colleges and universities. This sector integrates AR technology into various educational contexts, including laboratory simulations, virtual dissections, architectural modeling, and medical training. By incorporating AR, educators provide immersive and interactive learning opportunities that deepen understanding, foster practical skills development, and prepare students for future careers. In essence, these AR applications in education seek to redefine traditional teaching methodologies, making learning more dynamic, accessible, and impactful across all educational levels.
The augmented reality in education market's application segment is categorized into three main divisions: AR in K to 12, AR in primary and secondary education, and AR in higher education. AR in K to 12 education involves integrating AR technology into the learning journey of students from kindergarten through 12th grade. This application aims to enrich various aspects of the curriculum, such as math, science, history, and language arts. Utilizing AR in K to 12 education allows students to engage with virtual objects, explore educational content in immersive ways, and partake in interactive learning activities, making abstract concepts more accessible and compelling. In primary and secondary education, AR is tailored to meet the specific needs and learning objectives of students in elementary, middle, and high school levels. This application supplements traditional teaching methods by offering personalized learning experiences and accommodating diverse learning styles. Employing AR in primary and secondary education fosters student engagement, deepens comprehension, and encourages collaborative learning across different subjects and disciplines. AR in higher education integrates AR technology into teaching and learning practices within colleges, universities, and tertiary institutions. This application encompasses a wide array of educational activities, including lectures, laboratory experiments, simulations, and research endeavors. In higher education, AR enhances learning experiences by providing immersive training in fields like medicine and engineering, nurturing critical thinking, problem-solving skills, and supporting distance learning initiatives for remote accessibility. These applications highlight the versatility of AR in education, demonstrating its potential to enhance teaching and learning experiences across various educational levels. By fostering engagement, improving learning outcomes, and preparing students for a digitally connected world, AR contributes significantly to advancing education in the modern era.
[caption id="attachment_41253" align="aligncenter" width="707"]The surge in remote learning, particularly prompted by the COVID-19 pandemic, is fueling the demand for AR solutions that can deliver immersive educational experiences irrespective of physical location. AR technology empowers educators to create captivating virtual environments and simulations, ensuring uninterrupted learning despite spatial constraints.
AR is revolutionizing learning by offering personalized experiences tailored to individual student preferences and requirements. By integrating AR into educational materials like textbooks and learning apps, students gain access to dynamic content that facilitates personalized exploration and comprehension of concepts.
AR has the potential to make learning more accessible and inclusive, particularly for students with disabilities. Through interactive visual and auditory experiences, AR accommodates various learning styles and abilities, ensuring equitable access to education for all.
AR fosters collaboration among students by enabling them to engage with virtual objects and environments collectively. Collaborative AR experiences promote active participation, peer-to-peer learning, and the development of teamwork and problem-solving skills.
The growing demand for AR in education has led to the emergence of AR content libraries and platforms. These resources offer educators a diverse array of pre-made AR content, including interactive simulations, 3D models, and virtual tours, streamlining the process of creating educational materials.
Ongoing advancements in AR hardware, such as AR-enabled smartphones, tablets, and wearable devices, are driving the adoption of AR in education. With AR hardware becoming more affordable and accessible, educational institutions are increasingly investing in integrating AR technology into their learning environments.
The competitive landscape of the AR in Education market was dynamic, with several prominent companies competing to provide innovative and advanced AR in Education solutions.
February 21, 2024 – Sony and KDDI Accelerate Efforts to Promote Digital Transformation in the Broadcasting and Media Industries. Sony Corporation and KDDI Corporation announced that they will accelerate their joint efforts in their video-related solutions businesses to promote digital transformation (DX) in the broadcasting and media industries.
January 9, 2024 -Sony Corporation announced development of an immersive spatial content creation system, which includes an XR head-mounted display equipped with high-quality 4K OLED Microdisplays*2 and video see-through function, and a pair of controllers optimized for intuitive interaction with 3D objects and precise pointing. The system is aimed at supporting creators in sophisticated 3D content creation.
North America emerges as the predominant region in the AR in Education market. Renowned for its cutting-edge technological infrastructure, robust educational systems, and significant investment in innovation, North America serves as a pivotal hub for AR integration in educational settings. The region hosts numerous leading AR technology firms, research institutions, and educational entities pioneering the incorporation of AR into learning environments. Additionally, governments in North America exhibit notable support for initiatives aimed at modernizing education through technology, thereby driving the expansion of the AR in Education market. Furthermore, the presence of key industry players like Google, Microsoft, and Apple, coupled with widespread access to AR-enabled devices such as smartphones, tablets, and AR glasses, further solidifies the region's dominance.
[caption id="attachment_41255" align="aligncenter" width="533"]Moreover, the diverse and dynamic educational landscape spanning K-12 schools, colleges, universities, and corporate training programs in North America offers ample opportunities for AR technology application across various educational sectors. In summary, North America's technological prowess, supportive ecosystem, and widespread AR adoption establish it as the leading region in the AR in education market.
Want to know more about the report or any specific requirement?
We asked them to research ‘ Equipment market’ all over the world, and their whole arrangement was helpful to us. thehealthanalytics.com insightful analysis and reports contributed to our current analysis and in creating a future strategy. Besides, the te
We asked them to research ‘Equipment market’ all over the world, and their whole arrangement was helpful to us. thehealthanalytics.com insightful analysis and reports contributed to our current analysis and in creating a future strategy. Besides, the te
Our Report’s database covers almost all topics of all regions over the Globe.
Tie ups with top publishers around the globe.
Complete pre and post sales support.
Complete secure payment process.