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