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The global education apps market is expected to exhibit a CAGR of 24.30% during 2022-2027. Keeping in mind the uncertainties of COVID-19, we are continuously tracking and evaluating the direct as well as the indirect influence of the pandemic on different end use sectors. These insights are included in the report as a major market contributor.
Education apps are designed to reinforce virtual teaching and self-learning processes. They assist in delivering knowledge to students through electronic modes, such as videos, audio, and e-books. They offer a digitally interactive learning platform for students and allow parents or teachers to track progress. They also enable students to learn concepts at speed and convenience regardless of time and place. Besides this, they allow a quick way of learning, provide teacher-parent interactive sessions, and focus on skill development. As a result, education apps are gaining immense traction across the globe.
The growing trend of digitization in the education industry, along with the rising sales of smart devices and high internet connectivity, represents one of the key factors positively influencing the market. In addition, shifting student inclination toward the Science, Technology, Engineering, and Mathematics (STEM) for better job opportunities and career growth is catalyzing the demand for education apps. Apart from this, the growing penetration of assistive and learning management solutions, especially for students with special needs, is driving the demand for education apps with speech recognition and touch-based sensing features. Additionally, the emergence of smart wearable devices in the education sector to enhance the concentration level of students on learning and improve student-teacher interaction is stimulating the market growth. Furthermore, technological advancements, such as big data, artificial intelligence (AI), cloud computing, augmented reality (AR), and virtual reality (VR), are bolstering the market growth. Moreover, increasing investments by leading industry players in extensive research and development (R&D) activities to introduce educational apps with more enhanced features are anticipated to propel the market growth.
With the sudden outbreak of COVID-19, the demand for education apps is rising due to the implementation of stringent lockdown regulations across several nations resulting in temporary closures of education institutes. These institutes are getting inclined towards numerous education apps for facilitating remote online classes, online attendance tracking, fun-based learning sessions, parent-teacher interactions, etc.
IMARC Group provides an analysis of the key trends in each sub-segment of the global education apps market, along with forecasts at the global, regional, and country levels from 2022-2027. Our report has categorized the market based on product type, operating system, and end user.
Breakup by Product Type:
Mobile-based education apps represent the most popular product type on account of their unlimited content, eco-friendly learning, and personalized guidance to boost performance.
Breakup by Operating System:
iOS and macOS operating systems hold the biggest market share as they offer a streamlined user interface without compromising on functions.
Breakup by End User:
The K-12 education accounts for the majority of the market share as education apps allow students to attend online classes, learn lessons, and get notifications from their teachers.
Breakup by Region:
North America exhibits a clear dominance in the market due to the presence of well-established industry players offering education apps in the region to enhance interactive learning experiences.
The competitive landscape of the market has been analyzed in the report, along with the detailed profiles of the major players operating in the industry. Some of these players are Age of Learning Inc., Blackboard Inc., BrainPOP LLC, BYJU'S (Think and Learn Pvt. Ltd.), Coursera Inc., Duolingo Inc., Edmodo Inc., Educomp Solutions Ltd, Edx Inc., Khan Academy Inc., Lesson Nine GmbH, Lumos Labs Inc., MyScript, Rosetta Stone Inc., and WizIQ, Inc.
|Base Year of the Analysis||2021|
|Segment Coverage||Product Type, Operating System, End User, Region|
|Region Covered||Asia Pacific, Europe, North America, Latin America, Middle East and Africa|
|Countries Covered||United States, Canada, Germany, France, United Kingdom, Italy, Spain, Russia, China, Japan, India, South Korea, Australia, Indonesia, Brazil, Mexico, Turkey, Saudi Arabia, UAE|
|Companies Covered||Age of Learning, Inc., Blackboard Inc., BrainPOP LLC, BYJU'S (Think and Learn Pvt. Ltd.), Coursera, Inc., Duolingo Inc., Edmodo, Inc., Educomp Solutions Ltd., Edx Inc., Khan Academy Inc., Lesson Nine GmbH, Lumos Labs, Inc., MyScript, Rosetta Stone Inc., and WizIQ, Inc.|
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