At what pace is the augmented reality in training and education market growing, and what is its estimated value?
The augmented reality in training and education market size has grown exponentially in recent years. It will grow from $31.26 billion in 2024 to $51.34 billion in 2025 at a compound annual growth rate (CAGR) of 64.3%. The growth in the historic period can be attributed to increased access to mobile devices, early adoption in stem (science, technology, engineering, and mathematics) education, pioneering experimentation in education, improvement in content development, user engagement and interactivity.
The augmented reality in training and education market size is expected to see exponential growth in the next few years. It will grow to $249.42 billion in 2029 at a compound annual growth rate (CAGR) of 48.5%. The growth in the forecast period can be attributed to increased integration of ai and ar, expansion of remote and hybrid learning, enhanced accessibility and affordability, rise of customized learning solutions, increased support for practical skill development. Major trends in the forecast period include interactive learning modules, hands-on simulations and experiments, personalized learning pathways, integration of ar in training programs, growth of augmented reality books and materials.
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What are the top drivers to the rising demand in the augmented reality in training and education market?
The implementation of augmented reality (AR) technology in institutions is driving the augmented reality in training and education 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, the ZSpace application allows students to study the human heart and different layers of the earth’s atmosphere more effectively. Riverside Technologies, Inc. says that AR technology helps students to experience the simulation. The multiple benefits of AR technology are helping students in numerous ways encouraging the adoption of advanced technologies by schools and colleges in improving the learning environment.
How is the augmented reality in training and education market segmented?
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
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Who are the top competitors in the augmented reality in training and education market?
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
What significant trends should we anticipate in the augmented reality in training and education market over the forecast period?
Augmented reality game-based learning is the latest trend in the augmented reality in training and education market. 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 the augmented reality 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 extends beyond the classroom, which is helping students to gain knowledge and acquire various learning skills.
Which regional trends are influencing the augmented reality in training and education market, and which area dominates the industry?
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
What Does The Augmented Reality In Training And Education Market Report 2025 Offer?
The augmented reality in training and education market research report from The Business Research Company offers global market size, growth rate, regional shares, competitor analysis, detailed segments, trends, and opportunities.
Augmented Reality (AR) in training and education refers to the integration of digital content into real-world environments through devices such as smartphones, tablets, or AR glasses. This technology enhances learning experiences by overlaying interactive elements with 3D models, animations, and text over the physical world, allowing learners to engage with educational material in more dynamic and immersive ways.
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