Education Apps Market in the US Driven by the Emergence of Digitalization and IoT

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The education apps market in the US was valued at almost USD 2 billion in 2015 and is expected to surpass USD 6 billion by 2020, says Technavio.

Technavio has announced its latest market research report on the education apps market in the US to its education technology portfolio. This market analysis discusses the major drivers and key emerging trends and offers an analysis of key vendors like Edmodo, Lumos Labs, Rosetta Stone, and WizIQ.

According to Jhansi Mary, a lead analyst for education technology research at Technavio, “The emergence of digitalization and IoT is helping in the growth of the e-learning market. E-learning facilitates customized learning and helps educational institutions to develop various educational technology innovations.

Various schools and colleges are implementing learning management systems (LMS) to manage content, student data, and performance assessment better. The adoption of gadgets such as laptops and tablets allows uninterrupted internet connectivity that students use to share and discuss their learnings on various platforms anytime, anywhere. These innovations help in the improvement and upgrading of content creation, delivery, and sharing in the education market.

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Increased focus on competency-based education

CBE learning is based on performance assessment of students that is calculated after they complete the tasks associated with the learning module. This method of training help students study through experiential learning at their pace. The introduction of innovative educational tools will help the universities and schools to develop a flexible learning architecture. This system allows stacking of different study materials and modules, breaking the traditional way of learning each subject independently.

Growing popularity of game-based learning

Educational institutions worldwide are adopting game-based learning that increases the level of interactions among different students. This method allows learners to play educational games multiple times, allowing them to master the game, which results in better understanding. Mobile apps-based gamification of education offers a platform for self-paced learning.

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This research report includes an in-depth analysis and market shares and sizes of the sub-segments and geography. An analysis of the key companies, including their market shares, business overview, key financials, etc. is provided in this study. This market study also provides a detailed analysis of key drivers, challenges, and opportunities influencing this market.

A more detailed analysis is available in the Technavio report titled, ‘Education Apps Market in the US 2016-2020’. Technavio also customizes reports by other regions and specific segments upon request.

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