The Europe EdTech and Smart Classrooms Market is expected to witness market growth of 12.1% CAGR during the forecast period (2022-2028).
They can employ internet technologies to give students remote access, broadcasting to deliver tutoring sessions, and even gamification components in a customized educational programme to deliver centralized resources more successfully and interestingly. Many students find their time in class to be boring, especially in more traditional settings. This is due to the fact that they are accustomed to having technology at the forefront of their daily lives, thus its absence immediately turns them off.
Even the introduction of technology can increase students' enthusiasm in learning. But technology can do much more rather than be there; it can also make learning enjoyable. One method instructor might take to increase student engagement is by using the gamification aspects stated above. Games are a fantastic way to teach students about certain ideas in important disciplines like arithmetic, biology, chemistry, and physics.
A set of values that originate in the cultural, social, and political spheres of Germany have a direct impact on the educational system there. With 82.7 million people, Germany has the biggest economy in the European Union (EU). Germans value education, and whether applying for jobs or further education, students in Germany place a high value on international experience. In the era of COVID-19, one may believe that learning technologists are in for a real treat. Teachers are all of a sudden searching for digital solutions to arrange communication among their courses and distribute instructional materials to their pupils.
The Germany market dominated the Europe EdTech & Smart Classrooms Market by Country in 2021, and is expected to continue to be a dominant market till 2028; thereby, achieving a market value of $16,744.9 million by 2028.The UK market is anticipated to grow at a CAGR of 11.2% during (2022 - 2028). Additionally, The France market is expected to exhibit a CAGR of 12.9% during (2022 - 2028).
Based on Component, the market is segmented into Hardware, Software and Services. Based on Hardware Type, the market is segmented into Interactive Displays, Interactive Projector and Others. Based on Deployment Type, the market is segmented into Cloud and On-Premise. Based on End User, the market is segmented into Higher Education, and K-12. Based on Education System, the market is segmented into Learning Management System, Student Information & Administration System, Student Collaboration System, Student Response System, Learning & Gasification, Test Preparation, Classroom Management System, Document Management System and Talent Management System. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Microsoft Corporation, Cisco Systems, Inc., IBM Corporation, Google LLC, Oracle Corporation, SAP SE, Apple, Inc., Lenovo Group Limited, Instructure, Inc., and Udemy, Inc.
They can employ internet technologies to give students remote access, broadcasting to deliver tutoring sessions, and even gamification components in a customized educational programme to deliver centralized resources more successfully and interestingly. Many students find their time in class to be boring, especially in more traditional settings. This is due to the fact that they are accustomed to having technology at the forefront of their daily lives, thus its absence immediately turns them off.
Even the introduction of technology can increase students' enthusiasm in learning. But technology can do much more rather than be there; it can also make learning enjoyable. One method instructor might take to increase student engagement is by using the gamification aspects stated above. Games are a fantastic way to teach students about certain ideas in important disciplines like arithmetic, biology, chemistry, and physics.
A set of values that originate in the cultural, social, and political spheres of Germany have a direct impact on the educational system there. With 82.7 million people, Germany has the biggest economy in the European Union (EU). Germans value education, and whether applying for jobs or further education, students in Germany place a high value on international experience. In the era of COVID-19, one may believe that learning technologists are in for a real treat. Teachers are all of a sudden searching for digital solutions to arrange communication among their courses and distribute instructional materials to their pupils.
The Germany market dominated the Europe EdTech & Smart Classrooms Market by Country in 2021, and is expected to continue to be a dominant market till 2028; thereby, achieving a market value of $16,744.9 million by 2028.The UK market is anticipated to grow at a CAGR of 11.2% during (2022 - 2028). Additionally, The France market is expected to exhibit a CAGR of 12.9% during (2022 - 2028).
Based on Component, the market is segmented into Hardware, Software and Services. Based on Hardware Type, the market is segmented into Interactive Displays, Interactive Projector and Others. Based on Deployment Type, the market is segmented into Cloud and On-Premise. Based on End User, the market is segmented into Higher Education, and K-12. Based on Education System, the market is segmented into Learning Management System, Student Information & Administration System, Student Collaboration System, Student Response System, Learning & Gasification, Test Preparation, Classroom Management System, Document Management System and Talent Management System. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Microsoft Corporation, Cisco Systems, Inc., IBM Corporation, Google LLC, Oracle Corporation, SAP SE, Apple, Inc., Lenovo Group Limited, Instructure, Inc., and Udemy, Inc.
Scope of the Study
Market Segments Covered in the Report:
By Component
- Hardware
- Interactive Displays
- Interactive Projectors
- Others
- Software
- Services
By Deployment Type
- Cloud
- On-premise
By End User
- Higher Education
- K-12
By Education System
- Learning Management System
- Student Information & Administration System
- Student Collaboration System
- Student Response System
- Learning & Gamification
- Test Preparation
- Classroom Management System
- Document Management System
- Talent Management System
By Country
- US
- Canada
- Mexico
- Rest of North America
Key Market Players
List of Companies Profiled in the Report:
- Microsoft Corporation
- Cisco Systems, Inc.
- IBM Corporation
- Google LLC
- Oracle Corporation
- SAP SE
- Apple, Inc.
- Lenovo Group Limited
- Instructure, Inc.
- Udemy, Inc.
Unique Offerings from the Publisher
- Exhaustive coverage
- The highest number of market tables and figures
- Subscription-based model available
- Guaranteed best price
- Assured post sales research support with 10% customization free
Table of Contents
Chapter 1. Market Scope & Methodology
Chapter 2. Market Overview
Chapter 4. Europe EdTech & Smart Classrooms Market by Component
Chapter 5. Europe EdTech & Smart Classrooms Market by Deployment Type
Chapter 6. Europe EdTech & Smart Classrooms Market by End User
Chapter 7. Europe EdTech & Smart Classrooms Market by Education System
Chapter 8. Europe EdTech & Smart Classrooms Market by Country
Chapter 9. Company Profiles
Companies Mentioned
- Microsoft Corporation
- Cisco Systems, Inc.
- IBM Corporation
- Google LLC
- Oracle Corporation
- SAP SE
- Apple, Inc.
- Lenovo Group Limited
- Instructure, Inc.
- Udemy, Inc.
Methodology
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