Blended learning to drive 30% CAGR in classroom display market
The global classroom displays market is predicted to grow at a CAGR of around 30% through to 2020 as the adoption of blended learning increases, according to a report by Dublin-based Research and Markets. Gamification, considered a powerful tool for engaging students, is noted as a key driver for classroom display use, and the rise in content digitisation and bring-your-own-device policies has encouraged a move toward blended learning frameworks in countries like the US and UK, including gamified learning experiences, developing creative skills and driving innovation.

Market Trends

Global Classroom Display Market Expected to Grow 30% by 2020

The global classroom displays market is expected to grow at a compound annual growth rate of 30.04 percent during the period 2016-2020, according to a new report by Dublin-based firm Research and Markets.

The report covers the current scenario and the growth prospects of the global classroom displays market over the next four years. To calculate the market size, the report considers the revenue generated from the sales of display devices to the education sector that includes K–12 and higher educational institutions. The report also features a discussion of the key vendors operating in the market, including BenQ, Promethean, Seiko Epson, Smart Technologies, Acer, Hitachi, LG Electronics and Sony.

According to the report, one driver that will lead to growth in this market is the increased adoption of blended learning. All end-user segments appear to be adopting the blended learning framework, the report says. This is due to factors such as content digitization and BYOD policies, which allow for the inclusion of new learning models such as gamification and social learning. Many countries, such as the United States and the United Kingdom, are increasingly emphasizing this kind of education, as they believe it significantly improves the quality of education content and learning outcomes, the report states.

One trend spurring market growth is the preference for gamified learning experiences, according to the report. Gamification includes the implementation of gaming mechanics and design techniques in a non-gaming context, such as the classroom. Gamification is considered to be a powerful tool to engage students, help modify student behavior, develop creative skills and drive innovation, the report says.

Although it is in its early stages worldwide, gamificiation is gaining momentum as an important element within the education sector, thus propelling the use of classroom displays, the report says.

For more information about the report, visit Research and Markets’ site. The report can also be ordered from the site for a fee.