Augmented Reality Game-Based Learning Is The Latest Trend In The Augmented Reality In Training And Education Market

3 Jul, 2020

The combination of games and technology is helping students to perform various activities to gain knowledge/skills. For instance, the Europass Teacher Academy, a provider of professional development courses, says that schools are adopting augmented reality (AR) to help students gain knowledge, acquire various skills by playing games, and experience reality through augmented reality. Teachers and educators are playing an important role to make students involved in different kinds of gaming activities in the learning process to educate students. Gamifying the academic materials intrigue the students and they are eagerly participating and role-playing in the learning process. The augmented reality technology through game-based learning is personally customized, socially constructed, and also extends beyond the classroom, which is helping students to gain knowledge and acquire various learning skills.

The implementation of augmented reality (AR) technology in institutions is driving the market. Technology is changing education in many ways but this newer advanced technology of augmented reality (AR) is improving the learning environment. More schools and colleges are adopting AR technology to keep students actively engaged and experience learning instead of just reading and looking at pictures. For instance, ZSpace application allows students to study the human heart and different layers of the earth’s atmosphere more effectively. The Riverside Technologies, Inc. says that AR technology helps students to experience simulation. The multiple benefits of AR technology are helping students in numerous ways, and encouraging adoption of advanced technologies by schools and colleges in improving the learning environment.

The global augmented reality in training and education market is expected to grow from $7.3 billion in 2019 to $8.5 billion in 2020 at a compound annual growth rate (CAGR) of 16.14%. The market growth is expected to slow down mainly due to the COVID-19 outbreak that has led to restrictive containment measures involving social distancing and remote teaching, and very few institutions are equipped with the required software and devices. The AR in education market is then expected to recover and reach $18.72 billion in 2023 at a CAGR of 30.31%.

The augmented reality in training and education market consists of sales of augmented reality software for education and training and related products. Augmented reality is the latest advanced technology that is used in education/training to help students and corporate employees to equip them with knowledge or acquire skills by experiencing and interacting with different forms of reality, simulation, games, and others.

The augmented reality in training and education market share is segmented by category into primary and secondary education, test preparation, reskilling and certifications, higher education, language and other learnings. By device, the market is segmented into classroom projectors, smartphones, laptops, and others.