The global self-paced e-learning market is expected to see strong growth in the next few years. It will grow to $11.08 billion in 2028 at a compound annual growth rate (CAGR) of 6.4%. The projected growth in the upcoming period can be credited to the global increase in remote work, the adoption of microlearning and bite-sized content, integrating engaging gamification elements, leveraging data analytics for comprehensive learning insights, expanding online certification programs, fostering customizable learning platforms, and emphasizing personal development and hobbies. Key trends in this forecast period encompass mobile learning and microlearning, the rise of video-based learning, integration of social learning features, utilizing blockchain for certification verification, focusing on remote workforce training, prioritizing data privacy and security, and enhancing corporate learning platforms.
The growth of STEM (Science, Technology, Engineering, and Math) programs is expected to drive the expansion of the self-paced e-learning market. STEM programs, encompassing science, technology, engineering, and math disciplines, are projected to experience significant growth, with STEM occupations expected to grow by 10.5% by 2030, exceeding the average for all occupations. The Bureau of Labor Statistics, a US-based Department of Labor agency, projects this growth, emphasizing the increasing demand for STEM education and careers. The adoption of self-paced e-learning in STEM programs offers learners convenience and flexibility, contributing to the overall expansion of the self-paced e-learning market.
The widespread use of smartphones is anticipated to contribute to the growth of the self-paced e-learning market. Smartphones, advanced mobile devices with computer-like functionalities, are integral to self-paced e-learning by providing accessible, versatile, and personalized learning experiences. In the UK, for example, there were 71.8 million mobile connections in 2022, reflecting a 3.8% increase from the previous year. With an expected 95% smartphone ownership among the UK population by 2025, the increasing prevalence of smartphones enhances accessibility to e-learning platforms, videos, and educational apps, thereby driving the growth of the self-paced e-learning market.
Technological advancements represent a key trend in the self-paced e-learning market, with major players focusing on innovations to offer immersive and effective learning experiences. In July 2022, edX, an online learning platform from US-based educational technology company 2U Inc., launched two Spark Augmented Reality (AR) courses in collaboration with Meta Immersive Learning. These courses aim to provide learners with tools and education for building a career in augmented reality. By leveraging Meta's Spark AR Studio software, professionals can acquire fundamental AR design principles and AR creation skills. This initiative reflects the industry's commitment to incorporating cutting-edge technologies for enhanced and engaging learning experiences.
Major companies in the self-paced e-learning market are investing in innovative technologies to enhance their services, exemplified by the introduction of solutions like the DeepHub Smart Classroom Solution. Developed by Zhejiang Dahua Technology Co., Ltd., this video-centric Artificial Intelligence of Things (AIoT) solution is specifically designed to elevate the learning experience in K-12 and higher education classrooms. Launched in June 2023, the DeepHub Smart Classroom Solution combines hardware and software components to offer a comprehensive suite of tools for digital education. The DeepHub Smart Classroom Solution is characterized by its focus on self-paced learning, enabling students to access educational content at their own convenience. This flexibility is intended to cater to diverse learning styles and preferences. The solution integrates seamlessly with existing educational technologies and systems, contributing to a more cohesive and efficient learning environment. One of its key features is the DeepHub whiteboard, which supports multi-functional writing, wireless projection, and conference recording.
In April 2022, Pearson PLC, a prominent UK-based publishing and education company, made a strategic acquisition by purchasing Mondly for an undisclosed amount. With this acquisition, Pearson expanded its offerings by incorporating an online self-study portfolio, thereby providing a more comprehensive range of learning options to its customers. Mondly, the Romania-based company acquired by Pearson, specializes in online language learning solutions, contributing to Pearson's goal of enhancing its position in the dynamic e-learning market.
Major companies operating in the self-paced e-learning market report are 2U Inc., City And Guilds International Limited, D2L Corporation, Houghton Mifflin Harcourt Company, Instructure Inc., John Wiley & Sons Inc., NIIT Limited, Pearson Plc., Think & Learn Private Limited, Vedantu Innovations Private Limited, Udemy Inc., Totara Learning Solutions Limited, Anthology Inc., Aptara Inc., Berlitz Corp., e-Careers Limited, Encompass Safety Solutions Limited, Learning Technologies Group PLC, Simplilearn Solutions Private Limited, StraighterLine Inc., Allen Interactions Inc., GP Strategies Corporation, Cisco Systems Inc., Pluralsight LLC, Udacity Inc., Amazon.com Inc., Alibaba Group Holding Limited, Baidu Inc., Tencent Holdings Limited, LinkedIn Corporation, OpenSesame Inc.
North America was the largest region in the self-paced e-learning market share in 2023. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the self-paced e-learning market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the self-paced e-learning market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
In this context, self-paced e-learning can be categorized into two main types such as platform and content. Platforms are comprehensive online services that provide educational resources, tools, and information for educators, students, and relevant stakeholders in an organized manner. These platforms support the management and delivery of education and utilize various technologies like mobile e-learning, learning management systems, application simulation tools, rapid e-learning, podcasts, and virtual classrooms. They cater to diverse applications such as academic settings, small and medium enterprises, large enterprises, and more. Furthermore, they serve various end-users including skill training, K-12 education, and higher education.
This report provides self-paced e-learning market statistics, including self-paced e-learning industry global market size, regional shares, competitors with a self-paced e-learning market share, detailed self-paced e-learning market segments, market trends and opportunities, and any further data you may need to thrive in the self-paced e-learning industry. This self-paced e-learning 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 self-paced e-learning market consists of revenues earned by entities by providing e-learning services for customers to learn at their convenience and speed. The market value includes the value of related goods sold by the service provider or included within the service offering. The self-paced e-learning market also includes sales of learning tools and systems that enable self-paced e-learning services. 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 this market includes related services sold by the creators of the goods.
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.
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Table of Contents
Executive Summary
This report provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on self-paced e-learning 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.
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Description
Where is the largest and fastest growing market for self-paced e-learning? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? This report 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.
Report Scope
Markets Covered:
1) By Type: Platform; Content2) By Technology: Mobile E-Learning; Learning Management System; Application Simulation Tool; Rapid E-Learning; Podcasts; Virtual Classroom
3) By Application: Academic; Small and Medium Enterprises; Large Enterprises; Other Applications
4) By End User: Skill Training; K-12 and Higher Education
Key Companies Mentioned: 2U Inc.; City and Guilds International Limited; D2L Corporation; Houghton Mifflin Harcourt Company; Instructure Inc
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes
Delivery Format: PDF, Word and Excel Data Dashboard
Companies Mentioned
- 2U Inc.
- City And Guilds International Limited
- D2L Corporation
- Houghton Mifflin Harcourt Company
- Instructure Inc.
- John Wiley & Sons Inc.
- NIIT Limited
- Pearson Plc.
- Think & Learn Private Limited
- Vedantu Innovations Private Limited
- Udemy Inc.
- Totara Learning Solutions Limited
- Anthology Inc.
- Aptara Inc.
- Berlitz Corp.
- e-Careers Limited
- Encompass Safety Solutions Limited
- Learning Technologies Group PLC
- Simplilearn Solutions Private Limited
- StraighterLine Inc.
- Allen Interactions Inc.
- GP Strategies Corporation
- Cisco Systems Inc.
- Pluralsight LLC
- Udacity Inc.
- Amazon.com Inc.
- Alibaba Group Holding Limited
- Baidu Inc.
- Tencent Holdings Limited
- LinkedIn Corporation
- OpenSesame Inc.
Methodology
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