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Augmented Reality In Training And Education Market Forecast 2025-2034: Analysing Major Trends, Opportunities, and Growth Drivers

Augmented Reality In Training And Education Market Forecast

Augmented Reality In Training And Education Market Forecast

"How Will the Augmented Reality In Training And Education Market Grow, and What Is the Projected Market Size?
The market size of augmented reality in training and education has rapidly expanded in the preceding years. Its growth is projected to rise from $31.26 billion in 2024 to $51.34 billion in 2025, exhibiting a compound annual growth rate (CAGR) of 64.3%. The remarkable growth during the historical period can be accredited to the wider accessibility to mobile devices, the early acceptance in STEM (science, technology, engineering, and mathematics) education, innovative trials in the field of education, advancements in content creation, and enhanced user engagement and interaction.

The market size of augmented reality used in education and training is predicted to witness a significant surge in the coming years, reaching a value of $249.42 billion in 2029, growing at a CAGR of 48.5%. This surge during the forecast period is influenced by factors like the increasing incorporation of AI with AR, the proliferation of remote and hybrid education, improved accessibility at affordable costs, the emergence of tailored learning solutions, and heightened emphasis on practical skills acquisition. Further, key trends that will define this period include interactive educational modules, practical simulations and experiments, tailor-made learning paths, incorporation of augmented reality in training sessions, and increasing popularity of AR-based study materials and books.

What Key Elements Are Boosting Growth in the Augmented Reality In Training And Education Market?
The integration of augmented reality (AR) technology in educational institutions is propelling the growth of the AR in training and education market. The education sector is being revolutionized in various forms through technology, however, this newer, enhanced AR tech is fundamentally augmenting learning spaces. A rising number of schools and higher education institutions are leveraging AR technology to maintain active student involvement and stimulate experiential learning rather than mere theoretical study. For example, the ZSpace application facilitates more effective studying of the human heart and different strata of the earth's atmosphere. According to Riverside Technologies, Inc, AR technology enables students to explore simulations. The numerous advantages presented by AR tech are assisting students in a multitude of ways, making it a persuasive choice for educational institutions striving to enhance their learning environments.

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Who Are the Major Industry Players Fueling Augmented Reality In Training And Education Market Expansion?
Major companies operating in the augmented reality in training and education market include Google LLC, zSpace Inc., Magic Leap Inc., Alchemy VR Ltd., Unimersiv, GAMOOZ Interactive Solutions Company, Meta Platforms Inc., DAQRI, InGage Technologies Pvt Ltd., Popar, Chromville, NEXT/NOW, VironIT LLC, Groove Jones LLC, HQSoftware, INDE, Augment, metagram Solutions GmbH, Fishermen Labs, Program-Ace, Apptension sp. z o.o, Transition Technologies PSC Sp. z o.o, Quytech Pvt Ltd., Craftars, Appentus Technologies Pvt Ltd., BidOn Games Studio, Mofables, Cortex, ScienceSoft Corporation, Gravity Jack LLC

Which Key Developments Are Influencing the Augmented Reality In Training And Education Market?
The emerging trend in the sector of augmented reality in training and education is game-based learning rooted in augmented reality. The integration of gaming and advanced technology is assisting students to conduct several activities for the acquisition of knowledge and skills. For example, the Europass Teacher Academy, known for offering professional development programs, states that augmented reality is being accepted by schools to aid students in obtaining knowledge, honing their skills through gameplay and perceiving reality via augmented reality. Educators and teachers are at the forefront of involving students in diverse gaming activities in the instructional process to further their education. The implementation of game techniques in academic content engages students, igniting their enthusiasm to partake and play their part in the educational procedure. The tailored, socially-built, and far-reaching effects of augmented reality technology via game-based learning are assisting students in broadening their knowledge base and developing a range of learning skills.

How Is the Segmentation of the Augmented Reality In Training And Education Market Defined?
The augmented reality in training and education market covered in this report is segmented -

1) By Category: Primary And Secondary Education, Test Preparation, Reskilling And Certifications, Higher Education, Language And Other Learnings
2) By Device: Classroom Projectors, Smartphones, Laptops, Other Devices
3) By End User: Higher Education, K-12

Subsegments:
1) By Primary And Secondary Education: K-12 Education, STEM Education, Interactive Learning Tools
2) By Test Preparation: Standardized Test Preparation (SAT, ACT), Professional Certification Exam Preparation, Language Proficiency Test Preparation
3) By Reskilling And Certifications: Corporate Training, Vocational Training, Online Certification Courses
4) By Higher Education: University And College Courses, Virtual Campus Tours, Lab And Simulation-Based Learning
5) By Language And Other Learnings: Language Learning Apps, Skill Development Programs, Lifelong Learning And Personal Development

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What Is the Leading Region in the Augmented Reality In Training And Education Market?
Asia-Pacific was the largest region in the augmented reality in training and education market in 2023. North America was the second largest region of the augmented reality in training and education market. The regions covered in the augmented reality in training and education market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa

What Is Covered In The Augmented Reality In Training And Education Global Market Report?

- Market Size Analysis: Analyze the Augmented Reality In Training And Education Market size by key regions, countries, product types, and applications.
- Market Segmentation Analysis: Identify various subsegments within the Augmented Reality In Training And Education Market for effective categorization.
- Key Player Focus: Focus on key players to define their market value, share, and competitive landscape.
- Growth Trends Analysis: Examine individual growth trends and prospects in the Market.
- Market Contribution: Evaluate contributions of different segments to the overall Augmented Reality In Training And Education Market growth.
- Growth Drivers: Detail key factors influencing market growth, including opportunities and drivers.
- Industry Challenges: Analyze challenges and risks affecting the Augmented Reality In Training And Education Market.
- Competitive Developments: Analyze competitive developments, such as expansions, agreements, and new product launches in the market.

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