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Increased IT Funding in Education Predicted to Boost the Global Classroom Wearables Technology Market Until 2020, Says Technavio
[May 25, 2016]

Increased IT Funding in Education Predicted to Boost the Global Classroom Wearables Technology Market Until 2020, Says Technavio


According to the latest research study released by Technavio, the global classroom wearables technology market is expected to reach over USD 6 billion in revenue by 2020.

This research report titled 'Classroom Wearables Technology Market 2016-2020', provides an in-depth analysis of market growth in terms of revenue and emerging market trends. To calculate the market size, Technavio researchers have considered revenues generated from the sales of classroom wearables technology devices such as smart glasses, smart watches, fitness trackers, wearable cameras, and VR head gears.

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"Educational institutions investing in learning management systems and learning content management systems have made development of content faster for academicians and education experts. To enhance the use of technology for classroom engagement, the market will likely witness a growing demand for hardware products such as wearable devices that offer a conducive platform to run education software and applications. This will act as an aid to the overall growth of the market over the next four years," said Jhansi Mary, one of Technavio's lead analysts for education technology.

Global classroom wearables technology market by product 2015 (% share)





Wrist-worn equipment

      48.50%

Head gear

35%

Others

16.50%

Source (News - Alert): Technavio research

Global classroom wearables technology by wrist-worn equipment

The global classroom wearables technology market by wrist-worn equipment was valued at USD 810 million in 2015. The wrist-worn wearable technology segment will grow at a significant rate during the forecast period. Wrist-worn equipment consists of devices such the Apple (News - Alert) watch, Samsung Smart watches, and fitness tracker bands offered by the likes of Fitbit and Garmin, among others. Fitness trackers monitor and track fitness-related metrics like heartbeat, quality of sleep, and other steps taken through the day. These devices are synced to computers or smartphones to track data. Fitness trackers are generally used for students in their physical education classes and during sports activities. These fitness trackers are also used for wellness programs as they help track healthcare expenses of students and faculty.

Smart watches are computerized wristwatches that look very similar to traditional watches but have additional functions. Most smart watches are companion devices paired with a smartphone through Bluetooth and near-field communication to connect to the internet. Smartwatches are loaded with various apps that have distinct, useful functions. Therefore, these devices find increased adoption by faculty members. These devices are useful in taking attendance, tracking behaviors, and assessing performance.

Global classroom wearables technology by head gear

The global classroom wearables technology market by head gear was valued at USD 470 million in 2015. Head gears range from virtual reality to augmented reality devices such as Microsoft's HoloLens, Facebook (News - Alert) Oculus, and Google Glass. The head gear devices market is anticipated to grow at a significant rate during the forecast period. These inventive products are often being utilized in offering interactive digital content. These devices are immensely beneficial students as it provides students with virtual environments that are otherwise considered dangerous for a physical visit. For instance, VR devices offer visual trips to hazardous locations such as oil fields or offer simulation like flying an airplane etc. AR helps in direct or indirect view of a physical, real-world environment whose elements are supplemented by computer-generated sensory inputs such as graphics, video, sound, or GPS data.

Devices such as smart glasses, which are AR-enabled, reflect projected digital images that are useful for a classroom setup. In addition, as many of these devices come with cellular technologies like Bluetooth and Wi-Fi capabilities, they are capable of running self-contained mobile apps that improve classroom interactions.

Global classroom wearables technology market by other accessories

The global classroom wearables technology market by other accessories was valued at USD 180 million in 2015. The others segment consists of devices such as wearable cameras, ring-type wearables, and clip-ons. Devices such as wearable cameras are an extension of smartphone cameras that enable hands-free functionalities. Many wearable cameras not only capture photos and videos but also transfer them in real time.

There are other ingenious devices that are centered around games, arts, and other creative activities. Keyglove are wireless gloves that help students in gaming, design, art, music, data entry, and device control. Muse, a brain-sensing headband helps assess reactions to acertain the degree of conduciveness it carries. Muse tracks students' brain activities through a smartphone or tablet, and it detects activities that help them improve their focus on studies.

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About Technavio

Technavio is a leading global technology research and advisory company. The company develops over 2000 pieces of research every year, covering more than 500 technologies across 80 countries. Technavio has about 300 analysts globally who specialize in customized consulting and business research assignments across the latest leading edge technologies.

Technavio analysts employ primary as well as secondary research techniques to ascertain the size and vendor landscape in a range of markets. Analysts obtain information using a combination of bottom-up and top-down approaches, besides using in-house market modeling tools and proprietary databases. They corroborate this data with the data obtained from various market participants and stakeholders across the value chain, including vendors, service providers, distributors, re-sellers, and end-users.

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