Global AR in Education Market 2017-2021
About AR in Education
Virtual reality (VR), augmented reality (AR), and mixed reality (MR) is enabling the 4th wave of computing power. These technologies involve the integration of other technologies, such as sensors, Big Data, artificial intelligence (AI), and wearable devices, leading to enhanced spatial computing. The eventual convergence of AR and VR will become mainstream for next generation computing and act as a smart and intuitive interface for the Internet of Things (IoT).
The advent of AR is expected to impact every sector and company, leading to the transformation of the way they communicate, design, manufacture, and sell their products. The AR technology is expected to be mainstream in the forecast period and grow from there on. The adoption of AR in various sectors is expected to increase with the millennials (born 1981-1997) and Gen Z (born 1998-present) increasingly showing interest in the deployment of AR in various sectors, especially in the field of education. Students learn more efficiently with the inclusion of modern technologies in the school and college curriculum.
Technavio’s analysts forecast the global AR in education market to grow at a CAGR of 82.25% during the period 2017-2021.
Covered in this report
The report covers the present scenario and the growth prospects of the global AR in education market for 2017-2021. To calculate the market size, the report considers the revenue generated by the vendors providing AR solutions for education across the globe.
The market is divided into the following segments based on geography:
Technavio Announces the Publication of its Research Report – Global AR in Education Market 2017-2021
Technavio recognizes the following companies as the key players in the global AR in education market: EON Reality, Magic Leap, DAQRI, QuiverVision, and GAMOOZ.
Other Prominent Vendors in the market are: Meta Company, Google, Curiscope, Chromville, Aug That, Popar, Blippar, and InGage.
Commenting on the report, an analyst from Technavio’s team said: “The latest trend gaining momentum in the market is Blended learning through AR textbooks. The learners of today believe in digital learning and are more attracted to the use of e-books, and other digital media such as videos and Massive Open Online Courses(MOOCs). They use a search engine with keywords to find the right content. They prefer watching videos than reading the whole book. The demand for innovative ways of learning is increasing. Also, the teachers and the lecturers are trying to incorporate the use of new innovative technologies to enhance the effectiveness of the training and also attract more students. The use of AR textbooks has gained popularity among the teachers especially, the ones serving higher education sector. Many universities are emphasizing on the inclusion of AR textbooks in the education curriculum.”
According to the report, one of the major drivers for this market is Increased developer interest in AR applications. A wide range of open source AR apps has resulted in AR gaining huge awareness in the education market within a short span. However, the major hurdle faced in the market is the lack of content in the applications catering to education. The future growth of the market depends on the availability of contents designed by developers.
Further, the report states that one of the major factors hindering the growth of this market is High AR hardware prices. The major challenge faced by the market is the lack of affordable AR hardware in terms of HMDs. Currently, the only affordable AR hardware for the education market are handheld devices, such as smartphones and tablets. Most of the AR headsets available such as Microsoft HoloLens and Meta 2 cost around $3,000 and $949, respectively. Also, they are released as developer versions and are not available to the mass consumer market.
EON Reality, Magic Leap, DAQRI, QuiverVision, GAMOOZ, Meta Company, Google, Curiscope, Chromville, Aug That, Popar, Blippar, and InGage