Latest Development Of Educational Equipment and Software Market in Global Industry 2017-2022

ResearchMoz presents professional and in-depth study of “Educational Equipment and Software: Global Markets”.

Report Highlights

The global market for educational hardware and software increased from $50.5 billion in 2016. This market is estimated to reach nearly $110.9 billion in 2022 from $57.7 billion in 2017 at a compound annual growth rate (CAGR) of 14.0% for 2017-2022.

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Report Includes

    An overview of the global markets for educational equipment and software
    Analyses of global market trends, with data from 2016, estimates for 2017, and projections of compound annual growth rates (CAGRs) through 2022
    Coverage of software solutions, including learning management systems (LMS), learning content management systems (LCMS), adaptive learning platforms, and assessment systems
    Breakdowns of educational market into categories, including hardware, software, and content
    A look at emerging growth areas, such as smart education, along with market drivers and challenges
    Profiles of major players in the industry

Report Scope

The scope of this report is broad and covers various types of educational hardware and software used in the academic sector. The market is broken down by major types of educational hardware and software as well as region. Revenue forecasts from 2017 to 2022 are given for each educational hardware and software segment and regional market, with estimated values derived from manufacturers’ total revenues.

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The report also includes a discussion of the major players across each regional educational hardware and software market. Further, it explains the major drivers and regional dynamics of the global educational hardware and software market and current trends within the industry.

The report concludes with a special focus on the vendor landscape and includes detailed profiles of the major vendors in the global educational hardware and software market.

Table of Contents

Chapter 1: Introduction – 1
Study Goals and Objectives- 1
Reasons for Doing This Study – 2
Scope of the Report – 2
Information Sources – 2
Methodology – 2
Geographic Breakdown – 3
Analysts Credentials – 5
Related BCC Research Reports- 5

Chapter 2: Summary and Highlights – 7

Chapter 3: Market and Technology Background – 11
Types of Hardware – 11
Interactive Whiteboards – 11
Interactive Displays – 11
Interactive Tables – 12
Student Response Systems – 12
Laptops – 12
Desktops – 12
Tablets – 12
Stylus Pens – 12
Wireless Slates- 13
Classroom Wearables – 13
Projectors – 13
3-D Printers- 13

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Types of Software – 14
Learning Management Systems – 14
Learning Content Management System – 14
Adaptive Learning Platform- 14
Assessment Systems (AS) – 14
Other Types of Software – 14
Content Types – 15

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