Chicago, July 5 2022 (GLOBE NEWSWIRE) — According to Arizton’s latest research report, the global e-learning market is expected to grow at a CAGR of 14.22% from 2022 to 2027. With new creative approaches delivering education, skills and knowledge, the education ecosystem has shifted from traditional means to digitized, interactive and personalized forms, which has had a favorable impact on the market. Advanced technologies such as artificial intelligence (AI) and augmented reality (AR) are expected to drive the e-learning market, driving education through game-based learning (gamification), hybrid models and mobile-based learning, attracting many investors to pump in huge sums over the forecast period.
Blended learning combines online and classroom instruction where students learn through online and electronic media and conventional face-to-face training. It gives students more control over the place, time, path and pace of their learning. A mixed class approach adapts to each person’s level of understanding and allows teachers to give individual attention. Also, the blended approach that allows students to engage and collaborate through peer discussions and is user-friendly and affordable for them.
Scope of E-Learning Market Report
|Market size (2027)||$475.60 billion|
|Market size (2021)||$214.22 billion|
|Market segments||Delivery Mode, Learning Mode, Function, End User and Region|
|Geographical analysis||North America, Europe, APAC, Latin America, Middle East and Africa|
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- The IoT, combined with artificial intelligence, enables efficient use of energy, superior home security, and faster delivery of data and content. These IoT advancements are driving the growth of the global e-learning market. Several digitization initiatives have gained prominence around the world, both in the public and private sectors. Schools and governments are undertaking ambitious implementation plans regarding online tutoring, the distribution of digital content and the conversion of existing learning content to digital format.
- The game-based learning concept is expected to gain traction with K-12 end-users and higher education segments, as it has the potential to solve higher education problems and provide a platform- innovative form to involve more end users. Several market players, for example Zondle, PlayBrighter and Duolingo, have created a primary learning environment with a combination of games to train learners.
- Market Size and Forecast by Revenue | 2021−2027
- Market Dynamics – Key Trends, Growth Drivers, Restraints and Investment Opportunities
- Market Segmentation – A detailed analysis by Delivery Mode, Learning Mode, Function Type, End User and Geography
- Competitive landscape – 9 key company profiles and 47 other top vendors
Market Segmentation Analysis
Packaged content in the e-learning industry refers to study materials for courses on digital learning platforms, which are prepared in accordance with regulations and standards. The demand for packaged e-learning content is increasing, in particular due to companies’ desire to acquire skills. For example, there is a growing demand for skills in sectors such as virtual reality, artificial intelligence and big data. In recent years, this has led several providers to experience significant growth. The market for packaged e-learning content will continue to grow with the growing demands of businesses.
- Packaged content
Type of function
- Higher Education
The United States and Canada are two major contributors to the North American e-learning market. The North American e-learning market is expected to benefit from technological developments in digital infrastructure. High-speed internet, strong connectivity, and easy access allow attendees to provide helpful feedback in real time, which will enhance interactive e-learning sessions. Virtual classrooms represent 38% to 41% of the total market share in the region. The growing trend of adopting e-learning courses and materials as a realistic alternative to normal classroom instruction is driving the demand for e-learning in North America, and the industry is experiencing significant development. This is fueling the increase in acceptability of e-learning across industries.
- North America
- South Korea
- Latin America
- Middle East and Africa
Overview of providers
The Latin American e-learning market has seen several mergers and acquisitions over the past seven years. Several companies have entered the market by focusing on one or two segments, such as K12 or secondary education. The presence of many players and rapidly changing learning preferences have forced vendors to focus specifically on customer acquisition and retention. While freemium offerings with attractive short-term subscription rates can help attract a large customer base, continued investment in product development, especially through fun and contextualized interfaces, which in turn will help them engage and retain the learning public. In recent years, there has been a steady increase in price competition between providers with the advent of small and medium-sized players, which can effectively optimize their cost structure, in particular through the crowdsourcing of content. or its co-creation with an engaged audience.
- Apollo Education Group
- British Council
Other Important Suppliers
- GP Strategies
- Thomson Reuters
- McGraw Hill
- Macmillan Education
- corner stone
- Cogna Educacao
- Litmos SAP
- Open education
- Linkedin (Microsoft)
- Think and Learn (BYJU’S)
- L2P (Learn 2 Play)
- Small luminous laboratories
- Aula Education
- White Hat Security
- Turn signal
- learning age
- Skills sharing
- Plural view
- Tree house
- an academy
- Tracxn Technologies
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