The Worldwide Education Technology Industry is Expected to Reach $283 Billion by 2028 –

DUBLIN – (COMMERCIAL LINE) – The report on the analysis of global education technologies market size, share and industry trends by distribution (on-premise and cloud), by type (hardware, software and content), by end user (company and consumer), by sector, For regional perspectives and forecasts, the 2022-2028 ratio has been added by offer.

The size of the global education technology market is projected to reach $ 283 billion by 2028, increasing to a 15.5% CAGR market growth during the forecast period.

Educational technology (EdTech) refers to the hardware and software used to educate children on a virtual level in order to enhance classroom learning and improve student achievement. By leveraging technology for learning and teaching, EdTech platforms help students overcome obstacles and receive a comprehensive education. EBooks, which can be downloaded online from anywhere in the world, are becoming more and more popular with students. Digital content is less expensive to produce than printed content, which has higher production costs.

Digital books are available in a variety of languages ​​and can be quickly translated and accessed by a large number of people. Students can also listen to academic material in an audio format to increase their vocabulary and develop better interpretive reading, which is especially beneficial for people with physical limitations. For example, Texthelp, a leading assistive technology company EdTech, released OrbitNote, a pdf-enabled software that allows visually impaired students to access documents by recording voice notes, in January 2022.

OrbitNote should also allow users to interact with digital copies in a whole new way. Companies are expected to be able to create a welcoming, dynamic and collaborative environment for all. EdTech solutions are expected to emerge in tandem with advances in cutting-edge technologies such as AI, IoT and AR / VR and play a vital role in market expansion. The use of AR and VR in EdTech solutions allows students to have a more participatory experience. It allows students to explore and interact with abstract concepts in a natural way, resulting in increased student engagement.

For example, zSpace, Inc., a U.S.-based EdTech company that provides hybrid or remote learning, introduced new AR / VR learning equipment in January 2022 that should allow students to interact with multi-layered content. in a virtual world without the requirement for glasses. The implementation of blockchain technology, however, allows end users to maintain and safeguard student and student records, enabling educators to study the consumption patterns of the content provided to students and to make data-driven decisions.

Market growth factors

Enhancements on the rise in technologies

EdTech solutions are expected to expand in tandem with technological advances such as IoT and AI. The use of AR and VR in these systems allows students to have a more engaged learning experience. It allows students to develop and interact with abstract topics in a natural way, increasing their engagement. Additionally, the use of blockchain technology allows consumers to maintain and protect student and learner records, enabling educators to examine resource consumption patterns and make data-driven decisions.

Personalization of different learning opportunities

Access to educational information is available 24 hours a day, seven days a week, thanks to technology. Lessons can be completed completely online using a laptop or mobile device. Hybrid learning models combine remote access to technology with frequent in-person classroom sessions.

Either way, technology can be used to tailor learning plans for individual students. Teachers can design lessons based on their students’ interests and strengths. Students can study at their own pace, which is an added bonus. Additionally, students can review the videos in the lesson plan when they need to study class material to gain a greater understanding of key ideas. Teachers can use the data gathered from these online activities to find out what students have been battling with certain courses and provide additional help and support.

Market restriction factors

Decrease direct communication between peers

Technology is often designed with the best intentions in mind: to save time and make specific mechanical tasks easier. Almost all school activities, however, have been automated due to technological advances. As a result, what began as a good idea has led to a situation where future generations are not expected to be able to perform basic cognitive tasks without the help of technology.

Also, it should be noted that when children rely on technology to solve all their problems in school, they progressively lose problem-solving skills that are in great demand. Teachers and educational institutions as a whole must place constraints on the use of technology in education as the only response to this challenge.

Scope of the study

Market segments covered in the report:

For distribution

By type

  • Hardware

  • Software

  • Content

For end user

By sector

  • K-12

  • Nursery school

  • High school education

  • Other

By geography

  • North America

  • Europe

  • Asia Pacific


Main market players

  • Google LLC

  • Microsoft Corporation

  • Infrastructure, Inc.

  • Coursera, Inc.

  • Chegg, Inc.

  • edX, Inc.

  • BYJU’S

  • Limited private upgrade instruction

  • Udacity, Inc.

  • Edutech

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