The augmented reality in training and education market has seen considerable growth due to a variety of factors.
• The market size for augmented reality in education and training has seen considerable growth in the recent past. An immense growth is projected for the market size, growing from $31.26 billion in 2024, to an astounding $51.34 billion in 2025. This signifies a compound annual growth rate (CAGR) of 64.3%.
Factors contributing to this significant growth during the historic period include increased accessibility to mobile devices, early implementation in STEM (science, technology, engineering, and mathematics) education, innovative experimentation in the domain of education, advancements in content development, as well as enhanced user engagement and interactivity.
The augmented reality in training and education market is expected to maintain its strong growth trajectory in upcoming years.
• Expectations are high for the augmented reality market in both training and education sectors, with projections pointing towards significant expansion in the coming years. The market size is projected to hit $249.42 billion in 2029, at a compound annual growth rate (CAGR) of 48.5%.
This projected acceleration during the forecast period is attributed to the growing integration of AI and AR, proliferation of remote and hybrid learning environments, improved accessibility and affordability, a surge in bespoke learning solutions, and greater emphasis on practical skill development. Noteworthy trends during this same forecast period are anticipated to include interactive learning modules, immersive simulations and experiments, tailored learning pathways, the infusion of AR in training curricula, and the proliferation of augmented reality books and resources.
The adoption of augmented reality (AR) technology by educational institutions is propelling the growth of the augmented reality in training and education market. The landscape of education is witnessing a transformation because of modern and innovative technologies, amongst which augmented reality (AR) plays a significant role in enriching the learning scene. An increasing number of schools and universities are integrating AR technology into their systems to facilitate active student engagement and practical learning, going beyond traditional textbook reading and pictorial representation. For instance, the ZSpace application enables students to explore the intricacies of the human heart or dissect the various layers of the earth's atmosphere more efficiently. Riverside Technologies, Inc. asserts that AR technology gives students the chance to engage with simulations to enhance their learning experience. The multiple advantages of AR technology boost its incorporation into educational institutions aiming to optimize the learning ambiance.
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
The rising trend in the augmented reality in training and education sector is using games as a medium for learning. This confluence of technology and games aids students in executing a variety of tasks to grasp knowledge/skills. For instance, the Europass Teacher Academy, which delivers professional development courses, notes an increasing trend of schools turning to augmented reality to enable students to learn, acquire various skills via gaming, and encounter reality via augmented reality. Teachers and educators play a pivotal role in actively engaging students in diverse gaming activities in the learning scheme to provide education. The act of turning academic materials into games ignites interest among students who are keen on participating and immersing themselves in the learning journey. This application of augmented reality through game-oriented learning experiences is personalized, socially built, and transcends traditional classroom boundaries, catalyzing students' ability to learn and master different educational skills.
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
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