This report studies the global Higher Education M-learning market size, industry status and forecast, competition landscape and growth opportunity. This research report categorizes the global Higher Education M-learning market by companies, region, type and end-use industry.
Communication and learning have been an integral part of the education and training process. These, reinforced with technological advancements such as mobility, real time content delivery and others have resulted into the genesis of the mobile learning market. Mobile learning solutions enable educators and trainers to provide real-time interactive training and instructions to the end users through the medium of smartphones and mobile devices. This not only helps to provide an interactive learning experience but also makes learning not restricted to a classroom or a training room. Furthermore the applications such as video lectures, audio & video course material, eBooks and others allow the access to information on the go which further bridges the time and distance gap between the educators and the students / employees.
The growing demand for virtual schools as one of the primary factors that will have a positive impact on the growth of this market. With the increase in adoption of different e-learning methodologies, the global education market is currently witnessing a rapid increase in the preference of students toward full-time virtual schools. In addition to benefits such as enhanced learning experience through different types of content and the ability to facilitate real-time interactive sessions with other learners and trainers, the digitization of education will also fuel the demand for virtual schools. This will result in the emergence of several mobile applications and m-learning tools that can help educators or trainers improve the overall learning process, in turn, propelling market growth.
One of the major trends that will gain traction in the market is the rise in gamification of m-learning. With the integration of 3-D characters into the e-learning courseware, gamification makes e-learning more interactive and helps educational institutions embed interactive learning among students through a lighter and less stressful environment. Gamification also incorporates points, levels, and badges into the learning experience that help students develop their cognitive and motor skills and also drive innovative thinking, increasing its adoption. This will induce several software developers in to offer gaming solutions to higher educational institutions such as schools and colleges.
In 2017, the global Higher Education M-learning market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2018-2025.
This report focuses on the global top players, covered
City & Guilds
Market segment by Regions/Countries, this report covers
Market segment by Type, the product can be split into
Market segment by Application, split into
The study objectives of this report are:
To study and forecast the market size of Higher Education M-learning in global market.
To analyze the global key players, SWOT analysis, value and global market share for top players.
To define, describe and forecast the market by type, end use and region.
To analyze and compare the market status and forecast between China and major regions, namely, United States, Europe, China, Japan, Southeast Asia, India and Rest of World.
To analyze the global key regions market potential and advantage, opportunity and challenge, restraints and risks.
To identify significant trends and factors driving or inhibiting the market growth.
To analyze the opportunities in the market for stakeholders by identifying the high growth segments.
To strategically analyze each submarket with respect to individual growth trend and their contribution to the market
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market
To strategically profile the key players and comprehensively analyze their growth strategies.
In this study, the years considered to estimate the market size of Higher Education M-learning are as follows:
History Year: 2013-2017
Base Year: 2017
Estimated Year: 2018
Forecast Year 2018 to 2025
For the data information by region, company, type and application, 2017 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
Higher Education M-learning Manufacturers
Higher Education M-learning Distributors/Traders/Wholesalers
Higher Education M-learning Subcomponent Manufacturers
With the given market data, QYResearch offers customizations according to the company's specific needs. The following customization options are available for the report:
Regional and country-level analysis of the Higher Education M-learning market, by end-use.
Detailed analysis and profiles of additional market players.