PUBLISHER: The Business Research Company | PRODUCT CODE: 1712305
PUBLISHER: The Business Research Company | PRODUCT CODE: 1712305
Augmented Reality (AR) in training and education refers to the use of digital content integrated into real-world environments through devices like smartphones, tablets, or AR glasses. This technology enhances learning experiences by overlaying interactive elements, such as 3D models, animations, and text, onto the physical world. It enables learners to engage with educational material in more dynamic, immersive, and interactive ways, making the learning process more engaging and effective.
The primary segments within the augmented reality in training and education market include primary and secondary education, test preparation, reskilling and certification programs, higher education, language learning, and other educational domains. Reskilling entails the process of acquiring new skills or providing training to individuals for transitioning to different job roles. Various devices, including classroom projectors, smartphones, laptops, and other technologies, are utilized in both higher education and K-12 educational settings.
The augmented reality in training and education market research report is one of a series of new reports from The Business Research Company that provides augmented reality in training and education market statistics, including augmented reality in the training and education industry global market size, regional shares, competitors with augmented reality in training and education market segments, market trends and opportunities, and any further data you may need to thrive in the augmented reality in the training and education industry. This augmented reality in training and education market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
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.
The augmented reality (AR) technology's integration within educational institutions is propelling the growth of the augmented reality in training and education market. Technology is introducing profound changes in the field of education, and the advanced technology of augmented reality (AR) is making significant improvements in the learning environment. An increasing number of schools and colleges are embracing AR technology to actively engage students and enhance their learning experiences beyond traditional reading and visual aids. For example, the ZSpace application provides students with the means to explore and understand complex subjects such as the human heart and the Earth's atmosphere layers more effectively. According to Riverside Technologies, Inc., AR technology enables students to immerse themselves in educational simulations, offering multiple benefits that enhance the learning experience. These advantages are driving the adoption of advanced technologies by educational institutions, thereby contributing to the improvement of the overall learning environment.
The growing demand for vocational training is expected to be a driving force behind the expansion of the augmented reality in the training and education market in the coming years. Vocational training, often referred to as technical and vocational education and training (TVET), equips individuals with the skills needed to work in technical or skilled craft roles. Augmented reality technology is being increasingly applied in vocational training to provide students with a more immersive, interactive, and personalized learning experience. The primary advantages of this trend include the growing need for cost-effective and accessible training options, as well as an increased focus on real-world application and job readiness. For example, data from the National Centre for Vocational Education Research, a nonprofit organization based in Australia that supports research in the vocational education and training sector and provides funding for such research, shows that in 2022, 4.5 million students participated in nationally recognized VET courses, representing a 5.1% increase from 2021. Among these students, 2.1 million were enrolled in nationally recognized programs, and 3.0 million were studying subjects that were not part of nationally recognized programs. This data underscores the heightened demand for vocational training, which, in turn, is a driving force behind the adoption of augmented reality in the training and education market.
The latest trend in the augmented reality in training and education market is game-based learning using augmented reality. This innovative approach combines gaming and technology to engage students in various activities that enhance their knowledge and skills. For example, organizations such as the Europasss Teacher Academy, a provider of professional development courses, highlight the adoption of augmented reality in schools. This technology is employed to facilitate knowledge acquisition and skill development through gamified experiences. Teachers and educators play a crucial role in integrating various gaming activities into the learning process, capturing students' interest and encouraging active participation. Gamifying academic content intrigues students, motivating them to take on different roles in the learning process. Augmented reality technology in game-based learning is personalized, socially interactive, and extends beyond the traditional classroom environment. This approach empowers students to acquire knowledge and various learning skills in an engaging and immersive manner.
Prominent companies operating in the augmented reality in training and education market are actively pursuing strategic partnerships to better serve the needs of their existing customers. Notable collaborations include initiatives such as the IMT MSc Program and the VR/AR Association, which have come together to advance immersive technology and innovation in the realms of education, training, and game development. For instance, in March 2023, the Immersive Technologies - Innovation in Education, Training, and Game Design (IMT) MSc program at the International Hellenic University (IHU), a public university based in Greece, partnered with the VR/AR Association (VRARA) to achieve several objectives. Firstly, the collaboration aims to facilitate the exchange of knowledge, best practices, and the latest breakthroughs in immersive technology by bringing together experts in the fields of virtual reality (VR) and augmented reality (AR) from academia and industry. Secondly, the partnership seeks to connect IMT MSc Program students with a network of VR and AR professionals. Additionally, it aims to support advancements and discoveries in the VR and AR field, encouraging the development of new applications and technologies. Finally, this strategic alliance endeavors to promote the use of virtual reality and augmented reality technologies in training, instruction, and game development at both the Master's and PhD levels. The VR/AR Association (VRARA) is an international association based in the United States that fosters collaboration among spatial computing solution providers and end users.
In June 2022, The Glimpse Group, Inc., a US-based company specializing in immersive technology platforms, providing virtual reality and augmented reality software and services primarily for enterprises across various industries, completed the acquisition of PulpoAR Inc. The acquisition was made through its subsidiary, QReal, LLC, and the financial terms of the transaction were not disclosed. QReal, LLC structured the deal as an asset acquisition without incurring any associated obligations. The transaction primarily took the form of an equity transaction, involving an initial issuance of common stock, which resulted in a significant dilution of ownership. PulpoAR Inc., based in Turkey, is a technology company specializing in the development of virtual try-on technologies designed for use in both offline and online shopping platforms.
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 2024. 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
The countries covered in the augmented reality in training and education market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The augmented reality in training and education market includes revenues earned by entities by offering software for education and training purposes that can be used in education/training to help the students, and corporate employees to equip them with the knowledge or acquire skills by experiencing and interacting with different forms of reality, simulation, games, and others. Augmented reality provides an interactive experience of the real-world environment by integrating digital visual content and audio into the real-world environment. Values in this market are factory gate values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in augmented reality in training and education market includes related services sold by the creators of the goods. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
Augmented Reality In Training And Education Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.
This report focuses on augmented reality in training and education market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
Where is the largest and fastest growing market for augmented reality in training and education ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The augmented reality in training and education market global report from the Business Research Company answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.
The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.