The digital classroom market size has grown rapidly in recent years. It will grow from $184.21 billion in 2024 to $208.54 billion in 2025 at a compound annual growth rate (CAGR) of 13.2%. The growth in the historic period can be attributed to adoption of interactive whiteboards in classrooms, introduction of learning management systems (LMS), implementation of e-learning platforms, proliferation of personal computing devices in education, growing access to high-speed internet in educational institutions.
The digital classroom market size is expected to see exponential growth in the next few years. It will grow to $432.9 billion in 2029 at a compound annual growth rate (CAGR) of 20%. The growth in the forecast period can be attributed to expansion of online collaboration tools in education, growing demand for cloud-based educational platforms, increasing investment in edtech solutions for remote learning, rise of gamification in digital classrooms. Major trends in the forecast period include integration of augmented reality (AR) and virtual reality (VR) in digital classrooms, adoption of artificial intelligence (AI) for personalized learning, emphasis on data analytics for student performance insights, integration of social learning features in digital classrooms, focus on cybersecurity in digital education platforms.
Robust internet penetration is anticipated to fuel the growth of the digital classroom market. Internet penetration refers to the number of individuals with internet access, typically measured by the number of users within a country. Having access to the internet is essential for realizing the concept of a digital classroom. Both teachers and students predominantly rely on online sources for researching topics and completing assignments. The internet's potential provides learners with greater freedom from the physical constraints of the real world. For example, data from January 2023 shows that Maxsip Telecom, a US-based telecommunications company, recorded approximately 311 million internet users, marking a 0.5% increase from the previous year. This consistent growth underscores the ongoing rise in digital adoption and the expanding availability of internet access nationwide. Thus, internet penetration is a key driver of growth in the digital classroom market.
The increasing use smart phones is expected to propel the growth of the digital classroom market going forward. Smartphones are advanced mobile devices that combine the functionality of a traditional cellular phone with various features and capabilities typically associated with computers. Smartphones are used for digital classrooms with Educational apps and platforms that provide students with the ability to access educational content anytime and anywhere. For instance, in February 2023, according to Uswitch Limited, a UK-based financial conduct authority, beginning in 2022, there were 71. 8 million mobile connections in the UK, a 3. 8% (or around 2. 6 million) increase over 2021. The UK population is expected to grow to 68. 3 million by 2025, of which 95% (or around 65 million individuals) will own a smart phone. Therefore, increasing use of smartphones is driving the growth of the digital classroom market.
Cloud-based learning is a key trend gaining popularity in the digital classroom market. Could-based learning has massively transformed the education system globally. Cloud-based learning is online learning that takes place on the cloud and provides a more convenient way of learning opportunities. Many companies operating in the digital classroom market are adopting cloud-based technologies as they have advantages such as improved administration, access to Information, online education courses, and secure data storage. Examples of cloud-based technology and tools available for learning in recent times are Angular 5, Angular 6 Frameworks, Microsoft SQL Server 2016, and Microsoft Azure Cloud Computing Platform. For instance, Jenzabar, Educomp, Ellucian, Google, and Microsoft are the companies operating in the digital classroom market and adopting cloud-based technology for e-learning.
Major companies operating in the digital classroom market are focusing on innovating technology to provide reliable services to customers. Innovating technology in the digital classroom refers to the integration of cutting-edge digital tools and techniques that enhance teaching, learning, and collaboration, ultimately transforming the traditional educational experience. For instance, in June 2023, Zhejiang Dahua Technology Co., Ltd., a China-based provider of monitoring products, launched the DeepHub Smart Classroom Solution. DeepHub Smart Classroom Solution is a video-centric Artificial Intelligence of Things (AIoT) solution designed to enhance interactive learning for K-12 and higher education classrooms. It combines hardware and software features to provide a comprehensive suite of tools for digital education. This seamlessly integrate with existing educational technologies and systems. It is built around the DeepHub whiteboard for multi-functional writing, wireless projection, and conference recording.
In April 2023, Class Technologies Inc., a US-based company that provides virtual classrooms, acquired CoSo Cloud LLC for an undisclosed amount. With this acquisition, Class Technologies Inc. aims to expand its ability to support distributed workforce development and training with government and federal agencies and corporate learning teams globally, with added security and compliance protection regardless of the virtual classroom preference of the customer. CoSo Cloud LLC is a US-based services provider of e-learning and virtual classrooms.
Major companies operating in the digital classroom market include Jenzabar Inc., Discovery Education Inc., Ellucian Company L. P., Dell Technologies Inc., Blackboard Inc., Pearson Education Inc., DreamBox Learning Inc., Oracle Corporation, Educomp Solutions Limited, SMART Technologies Inc., Panasonic Corporation, Microsoft Corporation, Echo360 Inc., McGraw-Hill Education Inc., Saba Software Inc., Hitachi Ltd., LG Electronics Inc., Promethean World Ltd., Adobe Inc., D2L Corporation (formerly Desire2Learn), Google LLC, Samsung Electronics Co. Ltd., Sony Corporation, Creative Technology Ltd., Edmentum Inc., Knewton Inc., Coursera Inc., Udacity Inc., Udemy Inc., Pluralsight Inc.
A digital classroom is a technology-enhanced learning environment where teachers and students interact using devices like computers and tablets, taking advantage of online resources. This arrangement facilitates various teaching approaches, including virtual lessons and interactive activities, promoting more flexible and accessible education.
The main product types in digital classrooms include digital classroom hardware, digital classroom content, and digital classroom software. The digital classroom hardware market consists of sales of digital classroom hardware and tools by entities (organizations, sole traders, and partnerships) that are used to set up the digital space. Hardware is a collective term used to describe any of the physical components of a digital computer which consists of written, machine-readable instructions or programs that tell physical components to execute the instructions. The digital classroom content market consists of sales of digital academic and non-academic learning materials by entities (organizations, sole traders, and partnerships) that are used by teachers or students for making assignments, learning new things, and generating a pool of knowledge. Digital content is information available for distribution on electronic media such as an e-book or as downloadable content. Digital contents are available in many forms including text, audio, and video files, graphics, animations, and images. The digital classroom software market consists of sales of software by entities (organizations, sole traders, and partnerships) that is used for making computer-based teaching scenarios. Software refers to computer application programs that allow a user the flexibility to manipulate and control many aspects of digital media files whose components are audio, photographs, and video. The digital classroom components include both solutions and services. The main application of digital classrooms includes Kindergarten - 12th grade and higher education.
The digital classroom market research report is one of a series of new reports that provides digital classroom market statistics, including digital classroom industry global market size, regional shares, competitors with a digital classroom market share, detailed digital classroom market segments, market trends and opportunities, and any further data you may need to thrive in the digital classroom industry. This digital classroom market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
North America was the largest region in the global market in 2024. The regions covered in the digital classroom market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
The countries covered in the digital classroom market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Italy, Canada, Spain.
The digital classroom market includes revenues earned by entities by providing equipment that is used to transform a physical classroom into a digital space. The digital classroom is a smart classroom, fully incorporated with digital electronics devices and applications which enhance the learning process and deepen the understanding of particular topics with audio, video, and VR & simulations. 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.
This product will be delivered within 3-5 business days.
The digital classroom market size is expected to see exponential growth in the next few years. It will grow to $432.9 billion in 2029 at a compound annual growth rate (CAGR) of 20%. The growth in the forecast period can be attributed to expansion of online collaboration tools in education, growing demand for cloud-based educational platforms, increasing investment in edtech solutions for remote learning, rise of gamification in digital classrooms. Major trends in the forecast period include integration of augmented reality (AR) and virtual reality (VR) in digital classrooms, adoption of artificial intelligence (AI) for personalized learning, emphasis on data analytics for student performance insights, integration of social learning features in digital classrooms, focus on cybersecurity in digital education platforms.
Robust internet penetration is anticipated to fuel the growth of the digital classroom market. Internet penetration refers to the number of individuals with internet access, typically measured by the number of users within a country. Having access to the internet is essential for realizing the concept of a digital classroom. Both teachers and students predominantly rely on online sources for researching topics and completing assignments. The internet's potential provides learners with greater freedom from the physical constraints of the real world. For example, data from January 2023 shows that Maxsip Telecom, a US-based telecommunications company, recorded approximately 311 million internet users, marking a 0.5% increase from the previous year. This consistent growth underscores the ongoing rise in digital adoption and the expanding availability of internet access nationwide. Thus, internet penetration is a key driver of growth in the digital classroom market.
The increasing use smart phones is expected to propel the growth of the digital classroom market going forward. Smartphones are advanced mobile devices that combine the functionality of a traditional cellular phone with various features and capabilities typically associated with computers. Smartphones are used for digital classrooms with Educational apps and platforms that provide students with the ability to access educational content anytime and anywhere. For instance, in February 2023, according to Uswitch Limited, a UK-based financial conduct authority, beginning in 2022, there were 71. 8 million mobile connections in the UK, a 3. 8% (or around 2. 6 million) increase over 2021. The UK population is expected to grow to 68. 3 million by 2025, of which 95% (or around 65 million individuals) will own a smart phone. Therefore, increasing use of smartphones is driving the growth of the digital classroom market.
Cloud-based learning is a key trend gaining popularity in the digital classroom market. Could-based learning has massively transformed the education system globally. Cloud-based learning is online learning that takes place on the cloud and provides a more convenient way of learning opportunities. Many companies operating in the digital classroom market are adopting cloud-based technologies as they have advantages such as improved administration, access to Information, online education courses, and secure data storage. Examples of cloud-based technology and tools available for learning in recent times are Angular 5, Angular 6 Frameworks, Microsoft SQL Server 2016, and Microsoft Azure Cloud Computing Platform. For instance, Jenzabar, Educomp, Ellucian, Google, and Microsoft are the companies operating in the digital classroom market and adopting cloud-based technology for e-learning.
Major companies operating in the digital classroom market are focusing on innovating technology to provide reliable services to customers. Innovating technology in the digital classroom refers to the integration of cutting-edge digital tools and techniques that enhance teaching, learning, and collaboration, ultimately transforming the traditional educational experience. For instance, in June 2023, Zhejiang Dahua Technology Co., Ltd., a China-based provider of monitoring products, launched the DeepHub Smart Classroom Solution. DeepHub Smart Classroom Solution is a video-centric Artificial Intelligence of Things (AIoT) solution designed to enhance interactive learning for K-12 and higher education classrooms. It combines hardware and software features to provide a comprehensive suite of tools for digital education. This seamlessly integrate with existing educational technologies and systems. It is built around the DeepHub whiteboard for multi-functional writing, wireless projection, and conference recording.
In April 2023, Class Technologies Inc., a US-based company that provides virtual classrooms, acquired CoSo Cloud LLC for an undisclosed amount. With this acquisition, Class Technologies Inc. aims to expand its ability to support distributed workforce development and training with government and federal agencies and corporate learning teams globally, with added security and compliance protection regardless of the virtual classroom preference of the customer. CoSo Cloud LLC is a US-based services provider of e-learning and virtual classrooms.
Major companies operating in the digital classroom market include Jenzabar Inc., Discovery Education Inc., Ellucian Company L. P., Dell Technologies Inc., Blackboard Inc., Pearson Education Inc., DreamBox Learning Inc., Oracle Corporation, Educomp Solutions Limited, SMART Technologies Inc., Panasonic Corporation, Microsoft Corporation, Echo360 Inc., McGraw-Hill Education Inc., Saba Software Inc., Hitachi Ltd., LG Electronics Inc., Promethean World Ltd., Adobe Inc., D2L Corporation (formerly Desire2Learn), Google LLC, Samsung Electronics Co. Ltd., Sony Corporation, Creative Technology Ltd., Edmentum Inc., Knewton Inc., Coursera Inc., Udacity Inc., Udemy Inc., Pluralsight Inc.
A digital classroom is a technology-enhanced learning environment where teachers and students interact using devices like computers and tablets, taking advantage of online resources. This arrangement facilitates various teaching approaches, including virtual lessons and interactive activities, promoting more flexible and accessible education.
The main product types in digital classrooms include digital classroom hardware, digital classroom content, and digital classroom software. The digital classroom hardware market consists of sales of digital classroom hardware and tools by entities (organizations, sole traders, and partnerships) that are used to set up the digital space. Hardware is a collective term used to describe any of the physical components of a digital computer which consists of written, machine-readable instructions or programs that tell physical components to execute the instructions. The digital classroom content market consists of sales of digital academic and non-academic learning materials by entities (organizations, sole traders, and partnerships) that are used by teachers or students for making assignments, learning new things, and generating a pool of knowledge. Digital content is information available for distribution on electronic media such as an e-book or as downloadable content. Digital contents are available in many forms including text, audio, and video files, graphics, animations, and images. The digital classroom software market consists of sales of software by entities (organizations, sole traders, and partnerships) that is used for making computer-based teaching scenarios. Software refers to computer application programs that allow a user the flexibility to manipulate and control many aspects of digital media files whose components are audio, photographs, and video. The digital classroom components include both solutions and services. The main application of digital classrooms includes Kindergarten - 12th grade and higher education.
The digital classroom market research report is one of a series of new reports that provides digital classroom market statistics, including digital classroom industry global market size, regional shares, competitors with a digital classroom market share, detailed digital classroom market segments, market trends and opportunities, and any further data you may need to thrive in the digital classroom industry. This digital classroom market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
North America was the largest region in the global market in 2024. The regions covered in the digital classroom market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
The countries covered in the digital classroom market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Italy, Canada, Spain.
The digital classroom market includes revenues earned by entities by providing equipment that is used to transform a physical classroom into a digital space. The digital classroom is a smart classroom, fully incorporated with digital electronics devices and applications which enhance the learning process and deepen the understanding of particular topics with audio, video, and VR & simulations. 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.
This product will be delivered within 3-5 business days.
Table of Contents
1. Executive Summary2. Digital Classroom Market Characteristics3. Digital Classroom Market Trends And Strategies4. Digital Classroom Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics And Covid And Recovery On The Market32. Global Digital Classroom Market Competitive Benchmarking And Dashboard33. Key Mergers And Acquisitions In The Digital Classroom Market34. Recent Developments In The Digital Classroom Market
5. Global Digital Classroom Growth Analysis And Strategic Analysis Framework
6. Digital Classroom Market Segmentation
7. Digital Classroom Market Regional And Country Analysis
8. Asia-Pacific Digital Classroom Market
9. China Digital Classroom Market
10. India Digital Classroom Market
11. Japan Digital Classroom Market
12. Australia Digital Classroom Market
13. Indonesia Digital Classroom Market
14. South Korea Digital Classroom Market
15. Western Europe Digital Classroom Market
16. UK Digital Classroom Market
17. Germany Digital Classroom Market
18. France Digital Classroom Market
19. Italy Digital Classroom Market
20. Spain Digital Classroom Market
21. Eastern Europe Digital Classroom Market
22. Russia Digital Classroom Market
23. North America Digital Classroom Market
24. USA Digital Classroom Market
25. Canada Digital Classroom Market
26. South America Digital Classroom Market
27. Brazil Digital Classroom Market
28. Middle East Digital Classroom Market
29. Africa Digital Classroom Market
30. Digital Classroom Market Competitive Landscape And Company Profiles
31. Digital Classroom Market Other Major And Innovative Companies
35. Digital Classroom Market High Potential Countries, Segments and Strategies
36. Appendix
Executive Summary
Digital Classroom Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on digital classroom 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 digital classroom ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The digital classroom market global 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.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include:
- 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.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Scope
Markets Covered:
1) By Component: Solutions; Services2) By Product: Digital Classroom Hardware; Digital Classroom Content; Digital Classroom Software
3) By Application: K-12; Higher Education
Subsegments:
1) By Solutions: Learning Management Systems (LMS); Virtual Classroom Software; Educational Content And Curriculum Tools; Assessment And Evaluation Tools; Collaboration Tools2) By Services: Consulting Services; Implementation Services; Training And Support Services; Maintenance And Upgrade Services
Key Companies Mentioned: Jenzabar Inc.; Discovery Education Inc.; Ellucian Company L. P.; Dell Technologies Inc.; Blackboard 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
- Jenzabar Inc.
- Discovery Education Inc.
- Ellucian Company L. P.
- Dell Technologies Inc.
- Blackboard Inc.
- Pearson Education Inc.
- DreamBox Learning Inc.
- Oracle Corporation
- Educomp Solutions Limited
- SMART Technologies Inc.
- Panasonic Corporation
- Microsoft Corporation
- Echo360 Inc.
- McGraw-Hill Education Inc.
- Saba Software Inc.
- Hitachi Ltd.
- LG Electronics Inc.
- Promethean World Ltd.
- Adobe Inc.
- D2L Corporation (formerly Desire2Learn)
- Google LLC
- Samsung Electronics Co. Ltd.
- Sony Corporation
- Creative Technology Ltd.
- Edmentum Inc.
- Knewton Inc.
- Coursera Inc.
- Udacity Inc.
- Udemy Inc.
- Pluralsight Inc.
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 200 |
Published | January 2025 |
Forecast Period | 2025 - 2029 |
Estimated Market Value ( USD | $ 208.54 Billion |
Forecasted Market Value ( USD | $ 432.9 Billion |
Compound Annual Growth Rate | 20.0% |
Regions Covered | Global |
No. of Companies Mentioned | 30 |