Online Education Market 2021 by Top Leading Players, Key Strategies, Size, Trends, Outlook 2031

Pune, Maharashtra, India, December 28 2021 (Wiredrelease) MarketResearch.Biz –:MarketResearch.Biz posted a model new business scientific tests report On line Training Market in its databases. This is a stylish report, this sort of as the current COVID-19 affect on the current market. The world On-line Education Market report provides large documents about Online Education and learning Market place with the resource of fragmenting the industry into many segments. In the world Online Instruction Market place studies report, various important variables these types of as nearby current market insights, region-practical trends, place-diploma assessment, intense landscape, employer sector proportion analysis, and pinnacle corporations seasoned testimonials are covered. The stylish Online Instruction Market report fine-tunes the scope of common traits with which enterprises are reviewed. For examining the worldwide On the net Instruction Industry, the report works by using several approaches along with surveys, interviews, and mounted conversations with individuals, cease customers, and marketplace leaders.

Immediately after a radical have a glimpse at the international On the internet Training Market earnings and decline, the Online Education Market unique out the source-need, organization escalation, governing administration steps, enterprise system, and several recommendations really truly. The studies report has geographical segmentation largely based mostly fully on community marketplace growth and improvement scaled-down exactly. The industry report furthermore has information concerning the source-desire, industry growth and advancement variables, small business earnings and reduction, economic grade, and specific strategic ideas all pointed out. For added information at the Online Education and learning Marketplace, all just one has to do is to get proper accessibility to the On the internet Instruction Market place portal and acquire the critical info.

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Critical Providers: 

  • Lynda.Com
  • Pearson PLC
  • McGraw-Hill Education
  • Blackboard Inc.
  • Aptara Inc.
  • Adobe Programs Inc.
  • Docebo
  • Edmodo
  • PowerSchool Group LLC
  • Tata Interactive Methods between other people

>

Current market Segmentation:

Vital Market Segments

engineering

  • Mobile Finding out
  • Learning Administration Procedure
  • Virtual Course
  • Other

solution

industry vertical

  • K-12
  • Bigger Schooling
  • Corporate
  • Other people

Ask for In this article For The Covid-19 Effect On Online Schooling Market place: https://marketresearch.biz/report/online-instruction-market place/covid-19-impression

Critical issues replied with inside of the report include things like:

-What will the On the net Education and learning current market sizing and the growth price in 2031?

-What are the very important element factors applying the International On the net Schooling Industry?

-What are the essential point marketplace tendencies impacting the expansion of the Global Online Instruction Industry?

-What are the possibilities and demanding circumstances for a industry boom?

-Who are the primary corporations within just the World wide On the internet Education and learning Current market?

-What are the market place chances and threats confronted by using the providers in the World-wide On the web Education Sector?

Trending features influencing the market place shares of the Americas, APAC, Europe, and MEA.

Characteristics and market place execution have investigated the use of quantitative and qualitative methods to offer a crystal clear photograph of present and future growth developments. A specific current market analysis primarily based on geographic sites is also supplied in this report. The international On the web Instruction Marketplace report delivers the documents diagrams, figures, and collateral that illustrates the region of the certain alternate inside of the nearby and international situation.

The records supplied withinside the report will support the clients in improving their cap potential to make particular possibilities associated to the business beneath On-line Schooling Market place. The report in addition specializes in the ongoing and impending guidelines and tips to be shipped with the useful resource of the authority’s bodies, which may possibly also also boost or suppress the sector increase. For creating the documents for sleek know-how, the analysts and gurus have incorporated diagrams, statistical figures, bar graphs, charts, and illustrations in the world On line Education Marketplace report. Alongside with this, the report provides analytical information thru segmentation of the industry to a geographical diploma. At final, the international Online Instruction Marketplace presents the readers an whole look at of the market at a couple levels withinside the forecast sizing from 2020-2031 as a way to support them in creating the proper selection and process to be ready to lead the advancement in their company.

Any Query? Communicate/Inquiry With Our Marketplace Authorities: https://marketresearch.biz/report/on line-education-market/#inquiry

The report incorporates six parts, dealing with:

1) Essential Overview

2) The Asia On the web Education Sector

3) The North American On the web Instruction Market

4) The European On line Education Industry

5) Marketplace get appropriate of entry to and funding feasibility

6) The Report Summary.

Good reasons for Getting this Report

– This report provides a pin-factor evaluation for transforming competitive dynamics

– It gives an forward-exploring frame of mind on several components applying or restraining market place raise

– It presents a 10 calendar year forecast assessed at the strategy of the way the market place is expected to increase

– It permits in know-how the important component solution segments and their future

– It gives pin issue projection of converting competitors dynamics and keeps you in advance of opponents

– It permits in making worthwhile organization variety by the utilization of obtaining complete insights of current market and via method of generating an in-intensity assessment of market place segments

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Vital Data that may be extracted from the Report:

– Evaluation of the COVID-19 result at the increase of the On-line Education and learning marketplace

– Successful tactics formulated via soaring current market gamers

– Pricing and advertising and advertising techniques adopted via principal market place players

– Country-smart evaluation of the On the web Training current market in critical regions

– Y-O-Y boom of each individual market segment about the forecast duration 2021-2031

Strategic Points Coated in Desk of Information of World wide On the net Education and learning Marketplace:

Chapter 1: Introduction, market utilizing strain product or service, Objective of Examine and Analysis Scope the On the net Education market place.

Chapter 2: Exclusive Summary – the simple information of the On the net Training Marketplace.

Chapter 3: Displaying the Market place Dynamics- Motorists, Tendencies and Issues of the On line Instruction.

Chapter 4: Presenting the On-line Education Market Aspect Evaluation Porters Five Forces, Supply/Benefit Chain, PESTEL evaluation, Industry Entropy, Patent/Trademark Analysis.

Chapter 5: Displaying the by the utilization of Style, Conclusion-Consumer, and Location 2014-2020.

Chapter 6: Evaluating the major makers of the On line Instruction current market which incorporates its Aggressive Landscape, Peer Group Assessment, & Business Profiles.

Chapter 7: To look at the sector through segments, with the source of the spot and via producers with profits share and earnings via the use of crucial international areas in people several locations.

Chapter 8 & 9: Displaying the Appendix, Study Methodology, and Info Resource.

Look at The Thorough Table of Content Of The Report Below: https://marketresearch.biz/report/on the internet-education-marketplace/#toc

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The Global K-12 Game-based Learning Market is expected to grow by $ 9.03 bn during 2021-2025, progressing at a CAGR of 20.63{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf} during the forecast period

World K-12 Activity-primarily based Learning Marketplace 2021-2025 The analyst has been monitoring the K-12 activity-primarily based learning market place and it is poised to mature by $ 9. 03 bn through 2021-2025, progressing at a CAGR of 20.

New York, Dec. 24, 2021 (Globe NEWSWIRE) — Reportlinker.com announces the launch of the report “Global K-12 Sport-centered Discovering Marketplace 2021-2025” – https://www.reportlinker.com/p05082048/?utm_source=GNW
63{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf} for the duration of the forecast period of time. Our report on the K-12 activity-centered studying marketplace supplies a holistic assessment, marketplace size and forecast, trends, development drivers, and troubles, as properly as seller investigation covering all around 25 vendors.
The report delivers an up-to-date assessment with regards to the existing world-wide industry scenario, latest tendencies and motorists, and the over-all market atmosphere. The sector is driven by surging investments from enterprise capitalists and the raising emphasis on early education and learning. In addition, surging investments from undertaking capitalists is expected to improve the growth of the market place as well.
The K-12 activity-based mostly finding out current market evaluation includes solution and faculty amount segments and geographic landscape.

The K-12 video game-centered finding out market is segmented as below:
By Product or service
• Subject matter-specific game titles
• Language understanding game titles
• Others

By College Degree
• Middle college degree
• High university stage
• Elementary college stage

By Geographical Landscape
• North The united states
• Europe
• APAC
• South The us
• MEA

This study identifies the evolving training methodologiesas one particular of the prime reasons driving the K-12 activity-based mostly studying sector growth all through the up coming few a long time.

The analyst offers a in-depth photo of the current market by the way of examine, synthesis, and summation of knowledge from many resources by an evaluation of vital parameters. Our report on K-12 recreation-based mostly finding out market place addresses the following locations:
• K-12 video game-based mostly discovering sector sizing
• K-12 game-primarily based studying market forecast
• K-12 match-centered mastering current market field evaluation

This strong seller analysis is designed to assist consumers enhance their market place placement, and in line with this, this report presents a specific analysis of numerous main K-12 video game-centered discovering industry vendors that involve A Medium Corp., Banzai Labs Inc., Cognitive ToyBox Inc., Filament Games, Infinite Desires Inc., Microsoft Corp., MONKIMUN Inc., Schell Online games LLC., Sensible Lumies Inc., and WayForward Technologies Inc. Also, the K-12 game-primarily based studying market place examination report contains facts on forthcoming traits and worries that will influence sector growth. This is to help companies strategize and leverage all forthcoming advancement possibilities.
The research was performed making use of an objective combination of most important and secondary information together with inputs from important contributors in the business. The report contains a in depth marketplace and seller landscape in addition to an examination of the critical distributors.

The analyst provides a specific photograph of the industry by the way of research, synthesis, and summation of details from numerous sources by an assessment of important parameters this kind of as financial gain, pricing, level of competition, and promotions. It provides a variety of market facets by determining the critical sector influencers. The info presented is comprehensive, trusted, and a result of intensive analysis – both of those primary and secondary. Technavio’s marketplace research reviews offer a entire competitive landscape and an in-depth seller collection methodology and evaluation using qualitative and quantitative analysis to forecast the precise marketplace progress.
Browse the total report: https://www.reportlinker.com/p05082048/?utm_resource=GNW

About Reportlinker
ReportLinker is an award-winning marketplace research answer. Reportlinker finds and organizes the newest market information so you get all the current market investigation you have to have – promptly, in 1 location.

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Online Education Market to Reach US$ 729.1 Bn by 2031: TMR Study

ALBANY, N.Y., Dec. 15, 2021 /PRNewswire/ — The past few years have been witnessing the popularity of smart e-learning solutions for the remote delivery of education, pivoting on flexibility and accessibility for learners. Education delivery institutes and universities promoted the importance of virtual learning platforms to stay on the course of learning. The global valuation of the market is projected to advance at CAGR of 12.3{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf} during the forecast period of 2021–2031.

After the outbreak of COVID-19 pandemic, online education had become the new normal among most educational institutes, globally. The closing of education institutions across the world had offered tailwind to the online education market.

In the past few months, the shift to learning platforms has been rapid notably among learners who have been leveraging these for skill development, reskilling and online certifications, and corporate learning. The preference for e-learning platforms continues to grow, increasingly propelled by the growing awareness about and acceptance of various smart learning tools among teaching professionals and learners. 

EdTech companies are keenly offering online courses for coding and programming in order to intrigue students. Some of the key applications of online education are language and casual learning, primary and secondary supplemental education, and higher education.

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Key Findings of Online Education Market Study

  • Integration of AI with Online Learning Platforms Boosting Outcomes: Prominent providers of smart learning systems are implementing innovative strategies such as artificial intelligence (AI) and machine learning tools to identify skill gaps in the workforce and promote talent development for meeting the needs for various end users in developed and developing economies. Stridently, cloud have rendered online education ecosystem more interactive and informative for both providers and end users.
  • Wide Access to High-speed Internet and Mobile Devices Propel Adoption: Technology is a key enabler for an effective and seamless online delivery of courses. Especially in the developing and developed economies, reliable access to high-speed Internet and cost-effectiveness of the courses are boosting the accessibility to and affordability of e-learning platforms. In this regard, 5G is expected to prove game-changing technology for connecting students on online platforms in real time. Smart learning modes have notably augmented the flexibility of learning, thus enriching the landscape. Moreover, the growing adoption of smart learning tools and apps is transforming the virtual learning experience, notes the TMR study on the online education market.

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Online Education Market: Key Drivers

  • The proliferation of e-learning platforms has helped educators and learners to break away from the traditional learning mode. The rapid pace of digitalization of the education sector has imparted a steady impetus to the evolution of the online education market. The drive stems from the need for making learning more personalized and democratized.
  • Learners and educators globally are leveraging social media to connect with peers and actively participate in learning systems. These aspects underpin the growing role of online education in interactive learning worldwide.

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Online Education Market: Regional Growth Dynamics

  • North America held a major share of the global online education market. The revenue streams have been fueled by the rapid uptake of online learning platforms and tools in education technology industry in the U.S.
  • The Asia Pacific online education market is projected to rise at a prominent CAGR during the forecast period. Substantial spending by the governments of emerging economies on the education sector, notably India and China, is a key driver for the expansion of the regional market.

Online Education Market: Key Players

Some of the key players in the online education market are edX, Pearson PLC, MPS Interactive Systems Limited, McGraw-Hill Education, BYJU’S, Simplilearn Solutions, Excelsoft Technologies Pvt Ltd., EduComp Solutions, Blackboard Inc., and Adobe Corporation.

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Global Online Education Market: Segmentation

Online Education Market, by Learning Type

  • Synchronous
  • Asynchronous
  • Hybrid

Online Education Market, by Application

  • Test Preparation
  • Reskilling and Online Certification
  • Language and Casual Learning
  • Primary and Secondary Supplemental Education
  • Higher Education

Online Education Market, by End-user

  • Academic
    • Vocational Training
    • Higher Education
    • K-12
  • Corporate
  • Government

Online Education Market, by Region

  • North America
  • Europe
  • Asia Pacific (APAC)
  • Middle East & Africa (MEA)
  • South America

Browse Latest IT & Telecom Market Research Reports by TMR:

  • E-Learning Content Providers MarketIncrease in rate of adoption of learning management system in the corporate sector and a rise in the demand for e-learning platform among individual users fuels the demand for advanced and interactive e-learning content for different age groups
  • Blended E-learning Market – Increasing adoption of advanced offline and online learning systems for students and working professionals is expected to drive the blended e-learning market during the forecast period.
  • E-Learning Virtual Reality MarketWith the advent of virtual and augmented reality traditional e-learning is no more a boring theoretical lectures. The virtual reality makes it interesting with simulation, bring in a complete new dimension to e-learning platform.

About Transparency Market Research

Transparency Market Research is a global market intelligence company, providing global business information reports and services. Our exclusive blend of quantitative forecasting and trends analysis provides forward-looking insight for thousands of decision makers. Our experienced team of analysts, researchers, and consultants use proprietary data sources and various tools and techniques to gather and analyse information.

Our data repository is continuously updated and revised by a team of research experts, so that it always reflects the latest trends and information. With a broad research and analysis capability, Transparency Market Research employs rigorous primary and secondary research techniques in developing distinctive data sets and research material for business reports.

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Worldwide Serious Games Market (2021 to 2026) – Featuring CCS Digital Education, Grendel Games and Revelian Among Others – ResearchAndMarkets.com

DUBLIN–(BUSINESS WIRE)–The “Serious Games Market – Growth, Trends, COVID-19 Impact, and Forecasts (2021 – 2026)” report has been added to ResearchAndMarkets.com’s offering.

The global serious games market was valued at USD 6.29 billion in 2020, and it is expected to reach a value of USD 25.54 billion by 2026, registering a CAGR of 26.37{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf} over the forecast period 2021 – 2026.

Companies Mentioned

  • Designing Digitally Inc.
  • Diginext (CS Group)
  • CCS Digital Education Ltd
  • Applied Research Associate Inc.
  • Grendel Games
  • Cisco Systems
  • Revelian
  • MPS Interactive Systems
  • Can Studios Ltd
  • L.I.B. Businessgames BV
  • Tygron BV
  • Triseum LLC

Key Market Trends

Learning and Education Application to Witness Significant Growth

  • In the recent past, digital games and simulations have gained popularity for being the most powerful and highly engaging learning environment. The production of these serious games requires complex and dynamic constructs with appropriate designs of multimodal context and engaging interactions and productive pedagogical strategies to preserve learning efficacy.
  • Moreover, in the education and learning ecosystem, the need for game concepts, such as challenges, rules, scores, competition, and levels, is encouraging vendors to develop solutions to address and accommodate the principal pedagogical functional variables, such as instructional support, feedback, guidance, self-regulation, attention, cognitive flow, and assessment.
  • Further, Grandel Games developed a serious game that achieves behavioral change. For instance, one of the games, ‘Garfield’s Count Me In,’ is designed for students in primary education and helps them do repetitive math exercises. It is based on the learning methodology ‘Het Rekenmuurtje’ (‘Math Wall’) and specially designed by educational advisers.
  • In April 2020, the Indiana Department of Education in the United States announced the Rose-Hulman’s PRISM program to provide school teachers across Indiana with valuable e-learning resources and summer professional development workshops. The program aims to create an online library with more than 6,000 free online teaching resources, which will enable teachers to share lesson plans with other school districts with the help of digital tools, such as serious gaming, among others.
  • Further, in May 2021, the National Cyber Security Centre (NCSC) launched a new educational game known as CyberSprinters for teaching cyber security at primary schools, clubs, and youth organizations. The CyberSprinters is an interactive game aimed at 7 to 11-year-olds learners.

Asia Pacific to Hold Significant Market Share

  • The growing awareness regarding serious games or Game-based Learning (GBL) concept, increasing investment by big players into the segment, and growing demand for mobile-based serious gaming are some of the major factors driving the growth of serious games in the Asia-Pacific region. The recent COVID-19 pandemic and nationwide lockdowns, along with governments boosting educational gaming in the country, are some of the opportunities that are expected to boost the adoption of serious games in the region over the forecast period.
  • Serious games are emerging as a powerful learning tool and are experiencing increasing popularity in recent times, owing to the cost-effective alternative to classroom-based learning for knowledge acquisition, as well as perceptual, behavioral, cognitive, affective, motivational, physiological, and social learning outcomes.
  • The healthcare industry had been one of the targeted industries for the increased usage of serious games. With the aid of simulation and visualization technologies, serious games now have the capability to teach multidisciplinary healthcare professionals key procedural and cognitive skills in an engaging manner.
  • To enable the development and implementation of serious games in healthcare, SIMS (SingHealth Institute of Medical Simulation) collaborated with the Serious Games Association (SGA), a non-profit serious games and game technology society in Singapore, to provide healthcare professionals with the ability to apply gamification in healthcare.
  • The previous collaborations with SGA include the SIMS Games Challenge 2019, a serious healthcare simulation game competition, which observed healthcare professionals submitting concepts and developing prototypes of simulation games. SIMS and SGA had also announced a collaboration to organize RICH Games 2022, a conference for the Southeast Asian region, which offers emerging solutions and innovations to advance healthcare education.

Key Topics Covered:

1 INTRODUCTION

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET INSIGHTS

4.1 Market Overview

4.2 Industry Attractiveness – Porter’s Five Forces Analysis

4.3 Technology Snapshot

5 MARKET DYNAMICS

5.1 Market Drivers

5.1.1 Growing Usage of Mobile-based Educational Games

5.1.2 Improved Learning Outcomes are Expected to Increase the Adoption of Serious Game Among End Users

5.2 Market Restraints

5.2.1 Lack of Assessment Tools to Measure Serious Game Effectiveness

5.3 Assessment of Impact of COVID-19 on the Industry

6 MARKET SEGMENTATION

6.1 By Application

6.2 By End-User

6.3 By Geography

7 COMPETITIVE LANDSCAPE

7.1 Company Profiles

8 INVESTMENT ANALYSIS

9 FUTURE OF THE MARKET

For more information about this report visit https://www.researchandmarkets.com/r/vi8x2s

K-12 Game-based Learning Market to grow at a CAGR of 20.63{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf} by 2025 | Surging Investments from Venture Capitalists to Boost Growth

K-12 Game-based Learning Market 2021-2025: Scope

Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources. Our K-12 game-based learning market report covers the following areas:

K-12 Game-based Learning Market 2021-2025: Vendor Analysis

The market is fragmented, and the degree of fragmentation will accelerate during the forecast period. A Medium Corp., Banzai Labs Inc., Cognitive ToyBox Inc., Filament Games, Infinite Dreams Inc., Microsoft Corp., MONKIMUN Inc., Schell Games LLC., Smart Lumies Inc., and WayForward Technologies Inc. are some of the major market participants.

K-12 Game-based Learning Market 2021-2025: Drivers & Challenges

The surging investments from venture capitalists and the evolving teaching methodologies will offer immense growth opportunities for the K-12 game-based learning market. However, the high set-up costs will challenge the growth of the market participants. To make the most of the opportunities, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.

K-12 Game-based Learning Market 2021-2025: Segmentation

  • Product
    • Subject-specific Games
    • Language Learning Games
    • Others
  • Market Landscape
    • Middle School Level
    • High School Level
    • Elementary School Level
  • Geography
    • North America
    • Europe
    • APAC
    • South America
    • MEA

K-12 Game-based Learning Market 2021-2025: Revenue Generating Segment

The K-12 game-based learning market share growth by the subject-specific games segment has been significant. Technavio report provides an accurate prediction of the contribution of all the segments to the growth of the K-12 game-based learning market size

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K-12 Game-based Learning Market 2021-2025: Key Highlights

  • CAGR of the market during the forecast period 2021-2025
  • Detailed information on factors that will assist k-12 game-based learning market growth during the next five years
  • Estimation of the k-12 game-based learning market size and its contribution to the parent market
  • Predictions on upcoming trends and changes in consumer behavior
  • The growth of the k-12 game-based learning market
  • Analysis of the market’s competitive landscape and detailed information on vendors
  • Comprehensive details of factors that will challenge the growth of k-12 game-based learning market vendors

Related Reports:
Corporate Game-Based Learning Market  –The corporate game-based learning market size has the potential to grow by USD 73.90 million during 2020-2024, and the market’s growth momentum will accelerate at a CAGR of 6.46{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf}. Download a free sample now!

K-12 Blended E-Learning Market –The K-12 blended e-learning market has the potential to grow by USD 19.59 billion during 2021-2025, and the market’s growth momentum will accelerate at a CAGR of 17.52{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf}. Download a free sample now!

K-12 Game-based Learning Market Scope

Report Coverage

Details

Page number

120

Base year

2020

Forecast period

2021-2025

Growth momentum & CAGR

Accelerate at a CAGR of 20.63{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf}

Market growth 2021-2025

USD 9.03 billion

Market structure

Fragmented

YoY growth ({e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf})

18.40

Regional analysis

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

Performing market contribution

North America at 37{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf}

Key consumer countries

US, China, UK, Canada, and Germany

Competitive landscape

Leading companies, competitive strategies, consumer engagement scope

Companies profiled

A Medium Corp., Banzai Labs Inc., Cognitive ToyBox Inc., Filament Games, Infinite Dreams Inc., Microsoft Corp., MONKIMUN Inc., Schell Games LLC., Smart Lumies Inc., and WayForward Technologies Inc.

Market Dynamics

Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID-19 impact and future consumer dynamics, market condition analysis for the 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.

About Us

Technavio is a leading global technology research and advisory company. Their research and analysis focus on emerging market trends and provide actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions. With over 500 specialized analysts, Technavio’s report library consists of more than 17,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio’s comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.

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India to become a $313 billion online education market soon: Report

Summary

Report by non-profit Aspire Circle elaborates on 10 disruptive investment ideas that can transform the way Indians receive education

It shows the way forward in building human capital, keeping in mind the needs of the 21st century education and job market

India is poised to become a $313 billion online education market soon, thanks to the pandemic-induced shift to online classes as the chief mode of education, a new report has found.

The report, titled “Investing for Impact: Education, Skills and EdTech”, has been released by Gurugram-based Aspire Circle, a not-for-profit forum promoting enlightened social leadership in India through fellowships and research.

The report elaborates on 10 disruptive investment ideas that can transform the way Indians receive education, including skilling and training catalysed by new-age educational technologies. It shows the way forward in building human capital, keeping in mind the needs of the 21st century education and job market.

The 10 ideas that may steer the online education boom in India are:

  • Technology-enabled K-12 education
  • Online test preparation platforms-led inclusion and affordability
  • Supplemental and extra-curricular education
  • Teacher training and development
  • Affordable education loan platforms
  • Gig economy and unbundled microtasking
  • Affordable student housing
  • Innovative finance in education and skilling
  • Micro and alternative credentials for employability skills
  • Social and emotional learning

According to Amit Bhatia, founder of Aspire Circle, India’s education and skills market will grow almost double in this decade — from $180 billion in 2020 to $313 billion in 2030 — while creating five million incremental jobs and impacting 429 million learners.

Investors, entrepreneurs and policy makers will engage with Aspire Circle research based recommendations to help India truly realise its demographic dividend, Bhatia added.

The Covid-19 situation had led to mass school closures, affecting 150 million girls, 90 million among them being left without any learning opportunity whatsoever, informed Safeena Husain, founder of NGO Educate Girls which works to provide education to girls in rural and educationally backward belts in the country.

Husain added that if these girls are given the opportunity to access technology-driven quality education that is also affordable — including the supplementary social and emotional learning, and loan platforms envisioned in the report — that would go a long way in maximising the impact on education.

Aspire Circle’s three foundational initiatives include Aspire Young Achievers, a scholarship programme launched in 2008. The Rs 1 lakh scholarship is awarded annually to three young achievers from humble backgrounds under age 30 in the field of sports, art, culture, academics or civil society.

The Aspire Circle Fellowship is a one-year curriculum for CSR heads, foundation heads, impact investors, impact entrepreneurs and NGO heads to inspire enlightened leadership.

In 2020, Aspire Circle launched RISE Interns, which prepares youth as new cadre of impact professionals for an imminent impact revolution with the aim to enhance India’s chances of global leadership.

Last updated on 20 Nov 2021