Global Education Content Management Market 2016-2020
About Education Content Management
Education content management technologies consist of learning content management systems and web content management systems, among others. A learning content management system (LCMS) is a software application that uses web-based technology to manage, administer, track, and report on the delivery of content. LCMS products are widely adopted by educational institutions, especially for higher education. The substantial cost benefits attained by installing LCMS products have led many firms and institutions worldwide to invest in such technologies. The vendors are developing LCMSs to incorporate social learning features, such as chat modules. The use of such technologies helps educational institutions to frequently update their learning content in tune with global developments and end-user requirements.
The other segment of the market comprises web content management systems (WCMSs) that are used by educational institutions to upgrade their websites, to optimize search engines, and to incorporate better features on their web pages.
Technavio’s analysts forecast the global education content management market to grow at a CAGR of 20.85% during the period 2016-2020.
Covered in this report
The report covers the present scenario and the growth prospects of the global education content management market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sale of education content management systems to the K-12 schools and the higher education sectors through the following segments.
The market is divided into the following segments based on geography:
Technavio Announces the Publication of its Research Report – Global Education Content Management Market 2016-2020
Technavio recognizes the following companies as the key players in the Global Education Content Management Market: Amnovet, Adobe Corp., OmniUpdate, and Saba Corp.
Other Prominent Vendors in the market are: Anubavam, Blackboard, Desire2Learn, Hannon Hill, Ingeniux, Jadu, Krawler LMS, White Whale Web Services, and Xyleme.
Commenting on the report, an analyst from Technavio’s team said: “Gamification includes game mechanics and game design techniques in a non-gaming context. Gamification is considered a powerful tool to engage employees, help change employee behavior, develop skills, and drive innovation. It enables integration of 3D characters, game mechanics, and gameplay elements into e-learning courseware to make e-learning more interactive and stimulating. Examples include points, leader boards, levels, and achievement badges.”
According to the report, the widespread use of smartphones across several institutions has helped students to gain access to online courses from remote locations. Such access is also made possible because vendors have designed multiple LCMS products that can be accessed on mobile devices. Education CMSs have several features, such as course optimization, training content creation, report tracking, and progress monitoring.
Further, the report states that institutions rely on technology to a great extent to achieve their education missions in teaching, learning, business outcomes, and community outreach. Protecting the institution’s learning content from electronic security threats remains a fundamental challenge.
Amnovet, Adobe Corp., OmniUpdate, Saba Corp, Anubavam, Blackboard, Desire2Learn, Hannon Hill, Ingeniux, Jadu, Krawler LMS, White Whale Web Services, Xyleme.
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