BANGALORE, India, Jan. 9, 2023 /PRNewswire/ -- The Global Virtual Reality (VR) Market is Segmented by Type (Aerospace Science, Fire Safety Science, Traffic Safety Science, Natural Disaster Prevention Science), by Application (Primary and Secondary Education, Vocational Education, Higher Education): Opportunity Analysis and Industry Forecast, 2022–2028. It is published in Valuates Reports under the Education Category.
Major Factors Driving the Growth of the VR Education Market:
Outstanding visualizations are available in VR that are not possible in traditional classroom settings. These days, it is extremely difficult for teachers to engage their students in meaningful learning. This element will completely vanish with the introduction of virtual reality technology in the classroom because most students would be tempted to discuss their virtual reality experiences. These factors are expected to drive the growth of the VR Education Market.
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TRENDS INFLUENCING THE GROWTH OF VR EDUCATION MARKET:
In contrast to the conventional reading and writing approaches, VR offers pupils the chance to study through experience. Students are inspired by being able to view and experience spectacular locales inside of the classroom thanks to virtual reality. VR offers an immersive learning experience that is unmatched in the classroom. The classroom is transported away from the students, and their imagination is free to run wild. This factor is expected to drive the growth of the VR Education Market.
Schools can give kids travel experiences that would not be feasible or viable without the use of VR. Schools can provide students with amazing experiences while saving time and money. Every learner has the same chance to enjoy the experience thanks to VR. VR is accessible to all pupils, unlike traditional field trips that may be too expensive for certain parents or too impractical for their kids. This will further drive the growth of the VR Education Market.
According VR education market insight, the immersive learning environments are more common there than VR headsets. This is because it is simple to monitor every kid, and young students do not require instruction on how to use headphones. This makes sure that everyone's experience is equitable and more seamless. Students are instructed to look around and discuss what they notice. This gives pupils the chance to work together and can help more introverted individuals engage more effectively. One of the main reasons many primary schools are utilizing VR is to lower social boundaries at a young age. This in turn is expected to increase the VR Education Market growth.
Users are segregated from the outside world and exposed to a virtual one when they are in a virtual environment. Due to the important role that collaborative learning plays in successful and efficient learning, this could lower learning quality. Numerous VR suppliers are offering platforms that allow for collaborative learning in a VR environment in order to address this issue. As a result, social VR spaces have expanded, allowing students to interact and engage with one another. Major suppliers like Facebook and Microsoft are stressing the incorporation of virtual places more and more. Therefore, the expansion of the global virtual reality market in the education sector over the forecast period would be driven by an increase in social VR spaces.
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VR EDUCATION MARKET SHARE:
The primary use of virtual reality in the educational field is anticipated to be in higher education. Recently, access to dynamic content has become easier thanks to digital media. The three main benefits of VR in education are experiential learning, mastery-based learning, and individualized learning.
During the projection period, Asia Pacific is anticipated to experience a considerable growth rate. The region's market will grow in size due to the widespread use of smartphones and rising internet usage. Due to their enormous populations, nations like India, China, and Japan have a great demand for advanced educational systems. This will increase demand for virtual reality software in the area.
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Key Companies:
- ASI
- Immersive VR Education
- Curiscope
- Pearson
- Alchemy Immersive
- Red Landmark (Beijing) Culture Technology
- JiangXi Kmax Industrial
- Beijing Runni'er Network Technology
- Nanjing Lai Special Medical Electronic Technology
- Growlib
- Beijing Huijia Technology
- Jingle Magic (Beijing) Technology
- HUANGPU CULTURE GROUP
- Guizhou Weiai Technology Group
- SpaceD
- VRschool
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SIMILAR REPORTS:
- K-12 Testing and Assessment System market size is projected to reach USD 32270 Million by 2028, from USD 17560 Million in 2021, at a CAGR of 8.9% during 2022-2028.
- Virtual Reality (VR) in Online Educations Market
- Virtual Reality in Medical Education and Training Market
- Consumer Grade VR Headsets Market
- VR Lens market was valued at USD 267 million in 2020 and it is expected to reach USD 560.8 million by the end of 2027, growing at a CAGR of 11.3% during 2021-2027.
- AR and VR in Training Market
- Virtual Reality (VR) Software Market
- Cloud Computing in K12 Industry
- K12 School Management System Market
- K-12 Software Market size is projected to reach USD 3619.8 million by 2028, from USD 1052.5 million in 2021, at a CAGR of 19.0% during 2022-2028.
- eLearning Market revenue is about 15,000 million USD. The expected CAGR of 2021-2028 is 6.5%.
- Digital Education Market to Grow With 33.28% CAGR for 2020–2026.
- Back to School Market size was valued at USD 66.1 Billion in 2020 and is projected to reach USD 131.1 Billion by 2030, registering a CAGR of 4.8% from 2021 to 2030.
- K12 Instruction Material Market
- Online K12 Education Market size is projected to reach USD 12930 Million by 2028, from USD 7984 Million in 2021, at a CAGR of 8.3% during 2022-2028.
- K12 Education Learning Management Market size is projected to reach USD 3691.6 Million by 2028, from USD 1052.5 Million in 2021, at a Compound Annual Growth Rate (CAGR) of 19.4% during 2022-2028.
- Corporate Learning Management System Market size is projected to reach USD 9296 Million by 2026, from USD 2136.9 million in 2019, at a CAGR of 22.8% during 2021-2027.
- Learning Management System (LMS) Market size is projected to reach USD 40360 Million by 2028, from USD 13150 Million in 2021, at a CAGR of 17.1% during 2022-2028
- K12 Education Technology Market is projected to reach USD 71820 million by 2028 from an estimated USD 18830 million in 2022, at a CAGR of 25.0% during 2023 and 2028.
- Academic eLearning Market size was USD 5.67 Billion, with a CAGR of 12.4% during 2022-2028.
- K12 Education Market size is projected to reach USD 3619.8 Million by 2028, from USD 1052.5 Million in 2021, at a CAGR of 19.0% during 2022-2028.
- K12 Tutoring Market size is projected to reach USD 3619.8 Million by 2028, from USD 1052.5 Million in 2021, at a CAGR of 19.0% during 2022-2028.
- K12 International Schools Market is projected to reach USD 13560 million by 2028 from an estimated USD 8309.8 million in 2022, at a CAGR of 8.5% during 2023 and 2028.
- K12 Education Learning Management Market is projected to reach USD 3691.6 million by 2028 from an estimated USD 1274 million in 2022, at a CAGR of 19.4% during 2023 and 2028.
- Corporate eLearning Market size was value at USD 22.5 Billion in 2021 and is forecast to reach size of USD 44.6 Billion by 2028 with a CAGR of 10.5% during the forecast period 2022-2028.
- eLearning VR Market size is projected to reach USD 300.3 Million by 2028, from USD 65 Million in 2021, at a CAGR of 23.8% during 2022-2028.
- Learning Analytics Market size is projected to reach USD 9611.6 Million by 2027, from USD 2483.7 Million in 2020, at a CAGR of 20.8% during 2021-2027.
- Social and Emotional Learning (SEL) Market size is projected to reach USD 5919.5 Million by 2028, from USD 1735.3 Million in 2021, at a CAGR of 18.8% during 2022-2028.
- Mobile Learning Market size is projected to reach USD 76520 million by 2028, from USD 20020 million in 2021, at a CAGR of 20.6% during 2022-2028.
- Online Language Learning Market size is projected to reach USD 31250 Million by 2027, from USD 9667 Million in 2020, at a CAGR of 18.1% during 2021-2027.
- Game Based Learning Market size is projected to reach USD 18120 Million by 2028, from USD 5715.2 Million in 2021, at a CAGR of 17.3% during 2022-2028.
- Education Technology and Smart Classroom Market size is projected to reach USD 239900 million by 2028, from USD 92870 million in 2021, at a CAGR of 14.3% during 2022-2028.
- Smart Education and Learning Market size is projected to reach USD 730500 Million by 2027, from USD 281680 Million in 2020, at a CAGR of 14.1% during 2021-2027.
- Smart Education Market size is projected to reach USD 61.7 Billion by 2027, from USD 24.8 Billion in 2020, at a CAGR of 13.9% during 2021-2027.
- Virtual Classroom Market size is projected to reach USD 16020 Million by 2027, from USD 8602.8 Million in 2020, at a CAGR of 9.2% during 2021-2027.
- Education ERP Market size is projected to reach USD 15470 Million by 2027, from USD 8397.9 Million in 2020, at a CAGR of 9.0% during 2021-2027.
- Private Tutoring Market size will be USD 236 Million and it is expected to reach USD 391.5 Million by the end of 2027, with a CAGR of 8.8% during 2021-2027.
- Interactive Whiteboard Market size was valued at USD 4.29 Billion in 2020, and is projected to reach USD 7.35 Billion by 2030 to register a CAGR of 6.0% from 2021 to 2030.
- Content Authoring Tools Market
- E-learning Corporate Compliance Training Market
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