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Education Apps Market in the US 2016-2020

Education Apps Market in the US 2016-2020

About Education Apps

The extensive use of smartphones and tablets by students for study purposes is the primary factor driving the growth of the education apps market. However, to include educational apps as a part of the learning process, educational institutions must have a strong ICT infrastructure. For this, educational institutions need to invest heavily in installing software and enhancing server capabilities. Educational apps are extensively promoting collaborative learning and active learning. Consequently, K-12 and higher education segments across the globe are emphasizing on including such apps in their education digitization framework.

Technavio’s analysts forecast the education apps market in the US to grow at a CAGR of 28.15% during the period 2016-2020.

Covered in this report

The report covers the present scenario and the growth prospects of the education apps market in the US for 2016-2020. To calculate the market size, the report considers the revenue generated from sales of education apps to educational institutions.Technavio's report, Education Apps Market in the US 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors

  • Edmodo
  • Lumos Labs
  • Rosetta Stone
  • WizIQ
Other prominent vendors
  • Age of Learning
  • BenchPrep
  • DubLabs
  • IXL Learning
Market driver
  • Augmented adoption of smartphones and tablets.
  • For a full, detailed list, view our report
Market challenge
  • Rising competition from open-source mobile learning applications.
  • For a full, detailed list, view our report
Market trend
  • Increased focus on competency-based education (CBE).
  • For a full, detailed list, view our report
Key questions answered in this report
  • What will the market size be in 2020 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?


Press Release

Technavio Announces the Publication of its Research Report – Education Apps Market in the US 2016-2020

Technavio recognizes the following companies as the key players in the education apps market in the US: Edmodo, Lumos Labs, Rosetta Stone, and WizIQ.

Other Prominent Vendors in the market are: Age of Learning, BenchPrep, DubLabs, and IXL Learning.

Commenting on the report, an analyst from Technavio’s team said: “One trend in the market is growing popularity of game-based learning. Game-based learning is designed to impart knowledge on specific subjects with the help of interactive measures, leading to defined outcomes. It allows users/learners to play educational games multiple times, allowing them to master the game, which consequently results in understanding the topic better. As educational institutions deliver curriculum sessions in time-bound settings, these aspects of game-based learning are highly beneficial to both students and teachers.”

According to the report, one driver in the market is augmented adoption of smartphones and tablets. The increase in the adoption of smartphones and tablets by students and parents has led to the growth of the education apps market. The demand for smartphones and tablets has increased considerably in the academic sector, steadily replacing notebooks and desktops. Vendors are manufacturing educational smartphones and tablets that incorporate unique features suitable to the needs of students and teachers. These devices are more reliable than notebooks because of their ease in mobility and their functionality as a mobile computing device. In educational institutions, mobility is on the rise, making learning through apps more adaptable.

Further, the report states that one challenge in the market is limited data privacy and security. A constant evolution of mobile technology is resulting in the use of smartphones and other handheld devices, instead of desktops and laptops for communications and other work. The market is still growing, and the framework and middleware used to deliver and support m-learning are evolving. Certain software applications in smartphones used in classrooms monitor students’ academic results and their use of tools for learning purposes. This puts the user under constant surveillance regarding their whereabouts and performance. As a result, there are concerns related to privacy for students, making them reluctant to employ such applications.



Companies Mentioned

Edmodo, Lumos Labs, Rosetta Stone, WizIQ, Age of Learning, BenchPrep, DubLabs, and IXL Learning.

  • Executive summary
    • Highlights
  • Scope of the report
    • Market overview
    • Top-vendor offerings
      • Table Product offerings
  • Market research methodology
    • Research methodology
    • Economic indicators
  • Introduction
    • Key market highlights
  • Economic overview
    • Table GDP of the US 2010-2015 ($ trillions)
    • Table GDP per capita of the US 2010-2015 ($)
    • Table CPI of the US 2010-2015 ($ trillions)
    • Table US population 2015-2020
    • Table Unemployment rate in the US 2015-2020 (% of total population)
  • Market landscape
    • Global mobile applications market
      • Table Types of mobile applications
      • Table Global mobile application market 2014-2019 ($ billions)
    • Market overview
      • Table Segment-wise distribution of education market in US in 2015 (%)
      • Table Major segments of the education market in US 2014 ($ billions)
      • Table Education apps development: Key considerations
    • Education apps market in US
      • Table Education apps market in US 2015-2020 ($ billions)
      • Table Five forces analysis
  • Market drivers
    • Table Smartphones users in US 2011-2015 (millions)
    • Table Virtual schools market in the US 2014
  • Impact of drivers
    • Table Impact of drivers
  • Market challenges
  • Impact of drivers and challenges
    • Table Impact of drivers and challenges
  • Market trends
    • Table Global distribution of LTE subscriptions by region in 2014
  • End-user segmentation
    • Education apps market in US by end-user
      • Table Education apps market in US by end-user 2015 (% share)
      • Table Education apps market in US by end-user 2020 (% share)
      • Table Education apps market in US by end-user 2015-2020 ($ billions)
      • Table Education apps market in US by end-user 2015-2020 (% share)
    • Education apps market in US by higher educational institutions
      • Table Education apps market in US by higher educational institutions 2015-2020 ($ billions)
    • Education apps market in US by Pre-K-12 schools
      • Table Education apps market in US by Pre-K-12 schools 2015-2020 ($ billions)
  • Vendor landscape
    • Competitive scenario
      • Table Vendor analysis
  • Key vendor analysis
    • Edmodo
    • Lumos Labs
    • Rosetta Stone
      • Table Rosetta Stone: Products and services
    • WizIQ
  • Other prominent vendors
  • Appendix
    • List of abbreviations
  • Explore Technavio

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