Metaverse in Education Market Future Trends, Size, Share, Growth Factors, Industry Analysis, Advance Technology And Forecast – 2028

Metaverse in Education Market Future Trends, Size, Share, Growth Factors, Industry Analysis, Advance Technology And Forecast - 2028
Meta Platforms, Inc. (US), Microsoft Corporation (US), Adobe Inc. (US), HP Inc. (Australia), Unity Software Inc. (US), Samsung Electronics (South Korea), Lenovo (China), Roblox Corporation (US), Epic Games (US), Baidu, Inc. (China).
Metaverse in Education Market by Component (Hardware (AR devices, VR devices, MR devices, and interactive displays and projectors), Software, Professional Services), End User (Academic and Corporate) and Region – Global Forecast to 2028.

The metaverse in education market is projected to grow from USD 3.9 billion in 2023 to USD 19.3 billion by 2028, with a Compound Annual Growth Rate (CAGR) of 37.7% during the forecast period. In the metaverse, educators and students often interact through avatars—virtual representations of users—that facilitate communication and collaboration. Teachers can also engage with each other in virtual environments, creating classroom-like settings. These environments are highly adaptable, allowing customization to align with specific lessons, thereby enhancing learning opportunities. For example, students might explore a 3D simulation of the human body or immerse themselves in a virtual recreation of historical events. Additionally, the metaverse enables remote education, allowing students to attend classes and collaborate with peers from anywhere. These features are driving the rapid growth of the market.

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With the rise of the Metaverse, this technology is poised for significant development. In education, Metaverse enables students to participate in remotely accessible virtual classes that simulate aspects of a traditional classroom. Educational institutions and technology-based companies are working towards removing physical boundaries and making learning more immersive, engaging, and communicative.

By hardware, the AR devices segment captured the largest market share during the forecast period.

The Metaverse in the education market, by hardware, includes AR devices, VR devices, MR devices, and interactive displays and projectors. The AR devices segment is estimated to account for the highest market share based on hardware. With the help of this technology, users can view and interact with virtual items or information in a physical setting. There are various AR devices, including smart glasses, headsets, and mobile devices. Depending on the application, each type of gadget has distinct advantages and features and can be used in various ways. AR devices can be utilized to design engaging, immersive learning experiences that will help students comprehend complex ideas. For instance, by overlaying 3D models onto photographs from textbooks, AR apps enable students to explore and interact with the models in a metaverse. IN THE EDUCATION MARKET, AR devices can be used in Metaverse, such as AR head-mounted displays (HMD) and AR head-up displays. AR HMD devices include smart glasses, which help students to explore and engage with virtual surroundings created with AR smart glasses. Students can study digital recreations of actual locations or historical events across topics such as geography or history, which can be extremely helpful. AR HUDs can take notes and arrange the information more effectively without using their hands.

Based on professional services, the strategy and business consulting segment is expected to account for the largest market share during the forecast period

The Metaverse in the education market, by professional services, is segmented into application development, system integration, strategy, and business consulting. It is expected that during the forecast period, the strategy and business consulting segment is estimated to account for the largest market size and share in the Metaverse in the education market. Consulting services focus on selecting metaverse technology providers and platforms that align with the institution’s goals and requirements. Consultants help clients create a metaverse strategy that aligns with their goals. Numerous consumers that use consulting services regularly request adjustments to their solutions and service offerings, and they deal with complex concerns. These services place a greater emphasis on providing excellent customer service.

North America is projected to hold the largest market share during the forecast period.

The Metaverse in the education market has been segmented by region into North America, Europe, Asia Pacific, the Middle East and Africa, and Latin America. As per region, North America is estimated to account for the largest market share in the global Metaverse in the education market in 2023, and this trend is expected to continue during the forecast period. The Metaverse in the education market in North America has been studied for countries including the US and Canada. The adoption of the Metaverse in education is expected to be the highest in North America compared to other regions. According to secondary data, a university opens a Metaverse learning hub in Canada, one of the significant developments. The hub intends to offer a platform for investigating and creating metaverse-based educational applications. To facilitate discussion and explore the potential of the Metaverse in education, the hub also organizes conferences and seminars that bring together academics, researchers, and business leaders.

Additionally, some edtech companies are looking at the educational applications of the Metaverse. For instance, the platform Engage provides online classrooms and collaborative capabilities for distance learning. The metaverse platform enables educators and students to collaborate in a 3D virtual setting while developing original activities and material. The field of metaverse education is still growing. Thus, there are a lot of issues that need to be resolved, as well as numerous potentials. These include problems with digital equity, privacy, and accessibility. However, the Metaverse’s potential for use in education is stimulating, and it will be interesting to watch how it develops and alters education in North America.

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Unique Features in the Metaverse in Education Market

The metaverse enables highly interactive and engaging learning experiences through immersive 3D environments. Students can explore complex concepts like anatomy, physics, or history by virtually interacting with simulations, such as a walk-through of the human body or a reenactment of historical events, making learning more tangible and memorable.

Educators and students use avatars—customizable digital representations—that allow for dynamic communication and collaboration. These avatars create a sense of presence and enable a more personal and engaging interaction, even in remote or virtual learning settings.

Virtual environments in the metaverse can be tailored to suit different educational needs. Teachers can create customized virtual classrooms or labs designed specifically for the subject being taught, providing unparalleled flexibility in lesson delivery.

The metaverse allows students and educators to participate in classes and collaborative projects from anywhere in the world. This global connectivity fosters diverse learning opportunities and bridges geographical barriers, making education more accessible.

Interactive tools in the metaverse enable real-time feedback and engagement. Students can perform virtual experiments, answer quizzes, or collaborate on group projects, receiving immediate insights and feedback from instructors or peers.

Major Highlights of the Metaverse in Education Market

The integration of 3D simulations and virtual environments is transforming traditional education into an engaging, experiential process. Students can immerse themselves in lifelike simulations, such as virtual field trips, historical recreations, or complex scientific processes, enhancing their understanding and retention of knowledge.

The metaverse supports seamless remote learning by connecting students and teachers globally. Through virtual classrooms and collaborative tools, learners can participate in classes and group activities from any location, breaking down geographical barriers and increasing accessibility.

Avatars, as digital representations of users, are central to the metaverse experience. They facilitate personalized communication and enable both students and educators to interact more effectively, creating a sense of presence and community within virtual environments.

Educational settings in the metaverse are highly adaptable. Teachers can design virtual spaces tailored to specific subjects or lessons, such as a biology lab for studying human anatomy or a historical setting for exploring past events. This customization enhances the relevance and effectiveness of lessons.

The metaverse emphasizes practical, hands-on learning by simulating real-world scenarios. From medical training to engineering projects, students can practice and hone their skills in a safe, controlled virtual environment, preparing them for real-life challenges.

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Top Companies in the Metaverse in Education Market

Some of the significant Metaverse in education vendors are Meta Platforms, Inc. (US), Microsoft Corporation (US), Adobe Inc. (US), HP Inc. (Australia), Unity Software Inc. (US), Samsung Electronics (South Korea), Lenovo (China), Roblox Corporation (US), Epic Games (US), and Baidu, Inc. (China).

Unity Software Inc.

Unity Software is a platform that helps creators bring their visions to reality, including game developers, artists, architects, educators, automobile designers, and filmmakers. The Unity platform offers a complete range of software options for developing and managing real-time 2D and 3D content for various devices, including mobile phones, tablets, PCs, consoles, and AR and VR headsets. With the introduction of products such as Unity VR, which offers tools for developing VR applications, and Unity MARS, which enables developers to create AR experiences that combine digital material with the actual world, Unity has also entered the virtual and augmented reality spaces. For educational uses, such as training simulations, virtual field trips, and interactive science experiments, Unity Software can be utilized to create immersive and interactive experiences. Moreover, Unity Software can be considered a tool for creating educational environments like the metaverse. Many tools and services that Unity has developed can be used to create educational content, including Unity Learn, which offers tutorials and learning resources for beginners, and Unity Asset Store, which provides a wide selection of pre-built assets and tools that can be used to create educational content quickly and easily.

ClassVR

ClassVR is one of the leading technologies designed to help and raise engagement & increase knowledge retention for students of all ages. It offers virtual reality headsets for schools with intuitive controls for teachers, an original user interface for students, gesture controls, and incorporated educational resources. It provides different VR/AR content, such as explorable scenes. The platform is aimed at K-12 schools and offers a range of curriculum-aligned resources across multiple subject areas, including science, history, and geography. VR experiences are designed to be immersive and engaging, allowing students to explore complex concepts and topics directly and interactively. ClassVR also offers a content creation tool, allowing teachers to create and customize their VR experiences to fit their curriculum and learning objectives. Additionally, the platform includes management and tracking tools, enabling teachers and administrators to monitor student progress and usage of the VR resources.

Meta Platforms, Inc. (US)

Meta Platforms, Inc., formerly known as Facebook, Inc., is an American multinational technology conglomerate founded in 2004 by Mark Zuckerberg and his college roommates. Headquartered in Menlo Park, California, Meta owns a range of popular services including Facebook, Instagram, WhatsApp, and Oculus. In October 2021, the company rebranded to Meta to emphasize its focus on building the metaverse, a virtual reality space for immersive interactions.

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