Education technology and smart classrooms market worth $93.76bn by 2020
According to a new market research report, "Education Technology (Ed Tech) and Smart Classrooms Market by Hardware, Systems, Technologies - Global Forecast to 2020", published by MarketsandMarkets, the global Education Technology (Ed Tech) and Smart Classrooms Market is expected to grow from $43.27bn in 2015 to $93.76bn in 2020, at a CAGR of 16.7% during the forecast period from 2015 to 2020. The concept of a smart classroom stems from the incorporation of the latest advancements in education technology and solutions. Smart Classrooms require investments for the purchase of hardware and software products, and end-users are schools, colleges, universities, and institutions that offer professional courses for students and learners all over the world.
EdTech and Smart Classrooms Market Analysis & Statistics

The size of the global EdTech and Smart Classrooms Market was about $125.3 billion in 2022. It is expected to reach a revenue of around $232.9 billion by the end of 2027, with a projected annual growth rate of 13.2%.

The EdTech and Smart Classrooms Industry helps to provide remote learning facilities to students. Educational technology provides numerous significant benefits. Educators believe that different students learn at different speeds and in different ways. For example, while some students learn best through reading, others learn best through audio-visual presentations of information.

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EdTech and Smart Classrooms Market Growth Dynamics

Driver: Increasing penetration of mobile devices

According to Datamonitor's 2001 report titled "U.S. Mobile Devices to 2006, a Land of Opportunities," there were 81.7 million mobile phone shipments in the United States by 2001. People with lower incomes have the highest mobile penetration. According to Saperstein, AT&T has pledged USD 100 million to provide mobile broadband and devices to 50,000 students in low-income and rural communities. India, the world's second most populous country, with 1.3 billion people (World Bank), may surpass China (UN Report) to become the most populous country by 2024. And, demographically, India is one of the countries with the most young people, with over 30% of its population aged 18 to 34 and 260 million school-aged children. According to a Project Tomorrow report, 33% of US high school students have school-issued mobile devices, and 31% of middle and elementary school students have one as well. So due to the huge usage of mobile devices are the growth factor for gamification, virtual classroom and e-learning.

Restraint: Increasing cyberattacks, vulnerability, and ransomeware on educational institutes and enterprises to raise data security and privacy concerns

While cyberattacks on ed-tech vendors are rare, they have a particularly severe impact on K-12 because they affect a large number of students across multiple school districts at the same time, according to a federal report. The Government Accountability Office, an independent watchdog agency that conducts congressional investigations, was asked to investigate the vulnerability of student, teacher, and administrator data as more schools than ever before use online tools as a result of COVID-19's mass shift to distance learning. The agency examined 99 school data breaches over the last four years that compromised the personal information of K-12 students in approximately 287 districts in a recently released report. Cyberattacks continue to plague the education sector, and they are becoming more severe. According to data from the K-12 Cybersecurity Resource Center, there have been 855 cyber incidents publicly disclosed by US schools and districts since 2016. In 2019, there were 348, nearly three times the number in 2018. Schools have become more vulnerable to cyberattacks as they have increased their use of technology for teaching, learning, and continuing school operations in today's remote environment. According to Microsoft Security Intelligence, the education sector accounted for 61 percent of nearly 7.7 million enterprise malware encounters reported in the previous month, making it the most affected industry. Due to this these cyberattacks enterprises need to build a strong system to protect the Education Technology, Gamification and similar platforms for the students.

Opportunity: Increase demand of user engagement

As the demand increases for user engagement so the growth of opportunities increases for edtech market. The edtech solutions are made simple are easy so that students can understand easily. Learning styles differ greatly from one another. Some people learn visually, while others learn through listening. Some people prefer bite-sized learning, while others prefer to read for hours on end. It's not surprising that one of the most important edtech trends is personalization. AI, Big Data in particular, have enormous potential. Machine Learning can assist user in analysing user behaviour, interests, and personality; identifying areas for growth; and providing tailored lessons at the individual student's pace. Including competitive or game-like elements can significantly improve retention. According to a 2019 survey, gamification motivates 83% of students.

For example, Duolingo uses the following features to increase engagement: Experience Points (XP) as a completion award, local and global leaderboards, various leagues based on the amount of XP earned, streaks and random challenges for additional XP, crowns awarded after mastering a level Hearts that function similarly to extra lives in a video game, and internal currency that users can spend on various items in the in-app shop.

Challenge: Insufficient internet access

There are approximately 5 million households with school-age children that do not have home broadband internet access. This means that millions of students are falling behind. There are numerous ways that a student's academic performance can suffer as a result of a lack of internet access. Students who do not have access to the internet are unable to communicate with teachers or classmates, conduct independent research, or receive online homework assistance. For families, not having internet access can mean missing out on information or losing contact with schools and teachers. One of the most significant issues that students without internet access at home face is their inability to complete homework. Approximately 70% of teachers assign homework that necessitates the use of the internet. Approximately 65% of students use the internet to complete homework, which includes research, assignment submission, emailing teachers, and online collaboration with classmates. The Pew Research Center analysed data from internet access studies in 2015 and discovered that the problem is primarily in low-income families. 31.4% of households with an annual income of less than USD 50,000 do not have broadband internet access. Only 8.4% of households with an annual income of USD SSS50,000 or more do not have access to broadband internet. When it comes to internet access, there is also a racial divide. High-speed internet access is available in 88% of White households and 92% of Asian households with school-age children. However, only 72% of Black and Hispanic households with school-age children have access to high-speed internet. So internet connectivity is a huge problem in EdTech and Smart classrooms, virtual classroom, game-based learning, gamification and similar platforms.

Based on end-user, K-12 segment to be the 2nd largest contributor to the EdTech and Smart Classrooms market growth during the forecast period

The K-12 education system includes basic primary and education, which usually caters to students from the age of four to 18. These levels are different in every country. The advent and adoption of technology have transformed new generation learners into tech-savvy citizens worldwide. EdTech solutions are expected to offer additional benefits for educational institutions to provide fast and interactive teaching with the help of interactive animation, videos, and audio features. In developed countries, such as the US, Canada, France, and Singapore, schools and institutions have started implementing EdTech solutions on a large scale. In-class tutorials, home learning, and assignments are a few solutions many schools and institutions in these nations use. Emerging economies, such as China, India, and Brazil, to name a few, have been experimenting with EdTech solutions in recent years. Governments in these nations have been encouraging mobile learning activities and have promoted the launch of low-cost devices for the same. Technologies play a huge role in the lives of children, as various technologies are taking over their day-to-day activities. A recent study found that among 1,000 students from the age of two to seven, more than 62% of children have access to computers at home. Kindergarten classrooms can easily integrate technology that helps both students and teachers. Much of this education technology is reflected in their learning styles, making them active participants in the learning process. Offering attractive online degrees from reputed universities and institutions in India and abroad is a major edtech industry trend, particularly for working professionals.

Based on deployment mode, cloud segment is to be a larger dominator to the EdTech and Smart Classrooms market during the forecast period.

With the increased emphasis on digital lesson plans and remote learning, IT systems, particularly cloud-based platforms, have become more valuable than ever. The cloud is a potential technological creation that fosters change for its users. Cloud computing is an information technology paradigm that delivers computing services via the Internet by utilising remote servers, database systems, networking, analytics, storage systems, software, and other digital facilities. Cloud computing has significant benefits for higher education, particularly for students transitioning from K-12 to university. Teachers can easily deliver online classes and engage their students in various programmes and online projects by utilising cloud technology in education. Because of its flexible storage and usage mechanisms, robust security measures, and ease of use, the cloud is by far the most widely used technology. Teachers can use the cloud to take online classes, store and share large files of various types and formats, and do so at the lowest possible cost. As a result, nearly every EdTech company and educational organisation prefers to use the cloud. Gamification of learning is another innovative trend in educational technology. Traditional forms of education are tedious and require a great deal of concentration and effort. Gamification, on the other hand, makes learning fun. Gamification allows learners to compete against one another or against a timer, see their scores in real time on leadership boards, and win rewards for scoring well. This has made learning more exciting and enjoyable for today's users. Following this edtech trend, many major players have embraced gamification as an edtech marketing trend.

Based on hardware the interactive projectors segment to grow at the 2nd highest CAGR during the forecast period

Projectors are output devices that accept the computer screen's display and project a large version of the same on a flat surface. Apart from being used in classrooms during lectures, they are used for various purposes, such as for a home theater experience and the projection of presentations in corporate settings. Projectors help users interact with the image that is being projected on the screen. Users can actively interact with the projected image. This can be achieved by interacting with either the projected image, the projector, or in some cases, another device. Interactive projectors mimic the functionality of an interactive whiteboard on any other surface where the image is projected. This enables the presenter to interact with the projected image using an electric or mechanical stylus and often simply a finger. Some interactive projectors have advanced features that enable user-generated information to be captured, replayed, printed, or copied with or without the originally projected image. These features help keep the audience engaged, especially in an academic end-user segment, as it offers multi-touch facilities where children can be given group projects to work on. They can be given small games to play, enhancing their cognitive learning capabilities. In the enterprise segment, projectors are used for presentations and do not restrict the presenter to a specific meeting room. It is easy for the presenter to write on the content displayed on the screen to make the presentation more informative. Using an interactive projector to display presentations and information enables students to digitally share notes at the end of the lesson. Simple puzzle-type games have grown in popularity as a result of social media and smartphone technology. Interactive projectors, such as smartphones and tablets, support multi-touch, enabling multiple students to work together to complete a puzzle.

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Asia Pacific to grow at the highest CAGR during the forecast period

In the past few decades, China has invested heavily in educational resources and ICT infrastructure, leading to progress with regards to technology integration in education. Online education has come to the forefront in recent years in China. The number of eLearning users is increasing significantly. For instance, the region provides various eLearning platforms, such as VIPKid, online learning, and education platform, providing one-on-one English courses for Chinese children between ages 4 to 15 years. The Chinese government provides significant importance to the development of eLearning since its emergence in the 1990s owing to the implementation of numerous policies. Thus, the region has made significant achievements in the eLearning space. India is a rapidly adopting advanced technology, and the Government of India plays a key role in promoting the use of technology in various industries. In July 2015, the Government of India started the Digital India initiative to promote the use of technology in India. The eGovernance project under Digital India Initiative utilizes LMS to educate people related to eGovernance. Ministry of Electronics and IT, and the Government of India are also granting aid to R&D projects for eLearning and HR development projects and faculty training, which is expected to create lucrative opportunities for the learning management providers in future in the Indian industry. Japan is one of the early adopters of technologies in the education, healthcare, BFSI, and media and entertainment industries. The country is well-known for the presence of highly efficient and competitive companies across different industry verticals. The advanced Education System Solution landscape is one of the major factors driving the adoption of EdTech and smart classrooms solutions in Japan. Rapid technological advancements and increased Research and Development (R&D) activities are factors that are projected to offer growth opportunities in the EdTech and smart classrooms market in this region. Education System Solutions are being adopted at a rapid pace in Japan, as they offer benefits, such as the convenience of accessing content from anywhere, a variety of options, including news, sports, music, and games, and control over the content.

Key Market Players

The EdTech and Smart Classrooms market is dominated by companies such as, Apple (US), Cisco (US), Blackboard (US), IBM (US), Dell EMC (US), Google (US), Microsoft (US), Oracle(US), SAP (Germany), Instructure(US).

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Report Metric Details Market Size in 2022 $125.3 billion Revenue Forecast for 2027 $232.9 billion CAGR (2022-2027) 13.2% Key Drivers Increasing penetration of mobile devices Key Opportunities Increase demand of user engagement Market size available for years 2021–2027 Base year considered 2021 Forecast period 2022–2027 Market Segmentation Hardware (interactive displays, interactive projectors), education system (LMS, SIS, TMS), end user, deployment type, and region Geographies covered North America, Asia Pacific, Europe, Middle East & Africa and Latin America Companies Covered Apple (US), Cisco (US), Blackboard (US), IBM (US), Dell EMC (US),Google (US), Microsoft (US), Oracle(US),SAP (Germany), Instructure(US), 2U INC (US) , Ellucian (US), Anthology (US), Lenovo (China), Smart Technologies (Canada), Cornerstone OnDemand (US) , D2L (Canada), Workday (US), Discovery Education (US), Promethean (UK).

This research report provides the EdTech and Smart Classrooms Market Segmentation based on hardware, education system, end user, deployment type, and region.

Based on Hardware:

Interactive Displays

Interactive Projectors

Based on Education System:

Learning Management System

Student Information and Administration System

Student Collaboration System

Student Response System

Learning and Gamification

Test Preparation

Classroom Management System

Document Management System

Talent Management System

Based on End user:

K-12

Higher Education

Based on Deployment type:

Cloud

On-Premises

Based on Regions:

North America US Canada

Europe UK Germany France Rest of Europe

Asia Pacific China India Japan Rest of Asia Pacific

Middle East & Africa UAE KSA South Africa Rest of Middle East & Africa

Latin America Brazil Mexico Argentina Rest of Latin America



Recent Developments

In April 2022, Instructure completed the acquisition with Concentric Sky, which is the maker of Badgr. Canvas LMS customers can also upgrade to Badgr Pro's advanced suite of tools in the new "Canvas Credentials," which offers unlimited badging, leaderboards, analytics, and personalized pathway progress visualizations as a result of this acquisition.

In October 2021, Anthology completed a merger with Blackboard and launched a new chapter in EdTech. The combination has created the most comprehensive and modern EdTech ecosystem globally for education.

In August 2020, The government of the Indian state of Maharashtra partnered with Google to enable remote learning for 2.3 crore students and teachers. Through this collaboration, students and teachers can access blended learning programs that combine the classroom approach with online learning, including free tools, such as G Suite for Education, Google Classroom, and Google Meet.

Frequently Asked Questions (FAQ):

What is the EdTech and Smart Classrooms Market Growth? The global EdTech and Smart Classrooms Market was estimated at $125.3 billion in 2022 and is projected to reach $232.9 billion by 2027, at a Compound Annual Growth Rate (CAGR) of 13.2%. What are the upcoming Trends in EdTech and Smart Classrooms Market? Below are the key trends in EdTech and Smart Classrrom Market: Personalized learning

Immersive learning

Adaptive assessments

Gamification

Smart classrooms

Cloud-based learning

Cybersecurity What is the EdTech Market Segmentation? This research report provides the EdTech and Smart Classrooms Market Segmentation based on hardware, education system, end user, deployment type and region Which region has the highest market share in the EdTech and Smart Classrooms market? North America region has the higher market share in the EdTech and Smart Classrooms market. Who are the Key Players in the EdTech and Smart Classrooms market? The major Vendors in EdTech and Smart Classroom Market are Apple (US), Cisco (US), Blackboard (US), IBM (US), Dell EMC (US), What are the Key Growth Drivers in the EdTech and Smart Classrooms market? Proliferation of connected devices in the education sector, growing adoption of eLearning solutions, growing use of AI and ML in smart learning are the key drivers.

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