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Global Augmented Reality In Training And Education Market 2020 COVID-19 Impact, Analysis and Forecast 2026

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Mayur Kasrung
Global Augmented Reality In Training And Education Market 2020 COVID-19 Impact, Analysis and Forecast 2026

Augmented Reality In Training And Education Market:

WiseGuyReports.com adds “Global Augmented Reality In Training And Education Market Research Report 2020 Analysis and Forecast 2030” reports to its database.

Executive Summary

The global augmented reality in training and education market is expected grow from $7.3 billion in 2019 to $8.5 billion in 2020 at a growth rate of 16.14%. The market growth is expected to slow down in mainly due to the COVID-19 outbreak that has led to restrictive containment measures involving social distancing, remote teaching and very few institutions are equipped with the required software and devices. The market is then expected to recover and reach $18.72 billion in 2023 at CAGR of 30.31%.

The augmented reality in training and education market consists of sales of augmented reality software for education and training and related products. Augmented reality is the latest advanced technology that is used in education/training to help the students, corporate employees to equip them with knowledge or acquire skills by experiencing and interacting with different forms of reality, simulation, games, and others.

North America is the largest region in augmented reality in training and education market. Europe is expected to be the fastest growing region in the forecast period.

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Augmented reality game-based learning is the latest trend in the augmented reality in training and education market. The combination of games and technology are helping students to perform various activities to gain knowledge/skills. For instance, the Europass Teacher Academy, a provider of professional development courses, says that schools are adopting the augmented reality to help students gain knowledge, acquire various skills by playing games and experience reality through augmented reality. Teachers and educators are playing an important role to make students involved in different kinds of gaming activities in the learning process to educate students. Gamifying the academic materials intrigue the students and they are eagerly participating and role-playing in the learning process. The augmented reality technology through game-based learning is personally customized, socially constructed and also extends beyond the classroom, which is helping students to gain knowledge and acquire various learning skills.

The augmented reality in training and education market covered in this report is segmented by category into primary and secondary education; test preparation; reskilling and certifications; higher education; language and other learnings and by device into classroom projectors; smartphones; laptops; others.

Ineffective classroom integration is slowing down the growth of augmented reality in training and education market. Augmented reality is a newer advanced technology that has a lot of advantages for effective learning, but like every technology augmented reality is facing issues too in the market. The shape and size of the classroom, lack of skills to integrate the education and training curriculum with AR, and difficulty to interact through the interface to view the lessons or subject, continue to hamper the integration of augmented reality in the classrooms.

In 2019, zSpace announced plans on expansion of its augmented and virtual reality (AR/VR) solutions for Career and Technical Education (CTE) coursework. The expansion will include applications for industrial robotics and advanced manufacturing and will help prepare students for industry certifications and provide industry-related experience in the classroom through hands-on learning experience.

The implementation of augmented reality (AR) technology in institutions is driving the market. Technology is changing the education in many ways but this newer advanced technology of augmented reality (AR) is improving the learning environment. More schools and colleges are adopting AR technology to keep students actively engaged and experience learning instead of just reading and looking at pictures. For instance, ZSpace application allows students to study the human heart and different layers of the earth’s atmosphere more effectively. The Riverside Technologies, Inc. says that AR technology helps students to experience the simulation. The multiple benefits of AR technology are helping students in numerous ways encouraging adoption of advanced technologies by schools and colleges in improving the learning environment.

Major players in the augmented reality in training and education market are Google Expeditions Pioneer Program., zSpace, Magic Leap, Alchemy VR, Unimersiv, GAMOOZ, Meta Company, DAQRI, InGage, and Popar.

Continuous…

For further information on this report, visit – https://www.wiseguyreports.com/reports/5426281-augmented-reality-in-training-and-education-global-market

NOTE : Our team is studying Covid19 and its impact on various industry verticals and wherever required we will be considering covid19 footprints for a better analysis of markets and industries. Cordially get in touch for more details.

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