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Insights Into The Augmented Reality In Training And Education Market’s Growth Opportunities Through 2023-2032 – Includes Augmented Reality In Training And Education Market Forecast

The Business Research Company’s global market reports are now updated with the latest market sizing information for the year 2023 and forecasted to 2032

 

The implementation of augmented reality (AR) technology in institutions are expected to drive innovation in augmented reality in training and education manufacturing, thus driving the market during the forecast period.

 

The global augmented reality in training and education market is expected to grow from $10.58 billion in 2022 to $17.5 billion in 2023 at a compound annual growth rate (CAGR) of 65.4%. The global augmented reality in training and education market size is expected to grow to $99.27 billion in 2027 at a CAGR of 54.3%.

 

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Global Augmented Reality In Training And Education Market Segments Include:

  • By Category: Primary and Secondary Education, Test Preparation, Reskilling and Certifications, Higher Education, Language and Other Learnings
  • By Device: Classroom Projectors, Smartphones, Laptops, Other Devices
  • By End User: Higher Education, K-12
  • By Geography: The market is segmented into North America, South America, Asia-Pacific, Eastern Europe, Western Europe, Middle East and Africa. Among these regions, Asia Pacific is the largest region in the global augmented reality in training and education market in 2021.

 

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

 

Augmented reality game-based learning is the latest trend in the augmented reality in the training and education market. The combination of games and technology is 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 Global Market Report 2023  provides a augmented reality in training and education market overview for the time series: historic years (2010 – 2021) and ten years forecast (2023 – 2032). The augmented reality in training and education market forecast analyzes augmented reality in training and education market size, augmented reality in training and education market share, leading competitor market positions. The regions covered in the report include Asia-Pacific, China, Western Europe, Eastern Europe, North America, USA, South America, Middle East and Africa and the countries include Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA.

 

Augmented reality (AR) is a digitally augmented representation of the real physical environment created by using digital visual components, music, or other sensory stimulation given via technology used for training and education.

 

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