Digitization of Education: Lucrative Business Opportunities Abound in Race to Classroom of the Future

A lucrative growth area for technology companies and new entrants has opened up as a result of the digitization of education. Leading companies such as Google, Apple and Microsoft are racing to ensure technology from each brand is at the forefront of the classroom of tomorrow.

The business opportunities in doing so are substantial. New entities have sprung up to capture the expanding market for education that falls outside of schools and universities, made possible by developments in online learning. Learning environments are changing at a rapid pace, driven by the growing demand for incorporating digital technology.

Key Questions Answered

- What are the benefits of big data in education?

- What are the business opportunities presented by technology in schools?

- How will the classroom of the future develop?

- Can MOOCs succeed in the current business environment?

Scope

Gamification of schooling is beginning to take hold, opening up new avenues in the sale of sophisticated devices intended to capture the attention of students in an era characterized by the frequent distractions of Wi-Fi, smartphones and social media.

Across leading education systems greater amounts of investment are being placed into personalized learning, capturing the attention of companies such as Apple, keen to gain a presence in what is probably going to become a very lucrative market.

Big data generates opportunities in creating new and improved learning experiences provided information can be properly managed.

Reasons to buy

- Explores the gamification of education.

- Examines the future role of technology in personalized learning.

- Analyses the impact of big data on education.

- Assesses the business opportunities presented by MOOCs.

- Looks at the movement of big technology companies into schools.

Table of Contents

Table of Contents

Overview 2

Catalyst 2

Summary 2

Technology moving into schools, changing classroom experiences 6

Gamification of learning could be boon for computer ...

Table of Contents

Overview 2

Catalyst 2

Summary 2

Technology moving into schools, changing classroom experiences 6

Gamification of learning could be boon for computer companies and developers 6

Virtual reality takes visual education into a new era, providing vital opportunities for technology companies 7

Use of smartphones as a tool of education is no longer limited to wealthy nations 8

Even in impoverished countries, computers are playing a greater role in classrooms than ever before 9

Personalized education taking advantage of digital teaching 11

Major companies are racing to meet demand for classroom of tomorrow 11

Opportunities to monitor student development will enable expansion in personalized learning market 12

New technology raises both opportunities and problems for big data education 14

Data leaks reveal problems of digitization of education in the age of big data 14

Big data offer universities fresh insights into student performance, helping course development and saving money 15

Cloud computing could transform homework of the future 16

Universities move online, transforming education of ordinary people 17

Globally, university education is increasingly moving online 17

Better regulation of how MOOCs in the United States operate would be beneficial to wider growth 19

MOOCs are good business but continue to suffer from fundamental problems 20

Conclusions 22

Digitization of educational resources is providing powerful business opportunities 22

Appendix 23

Sources 23

Further Reading 23

Ask the analyst 24

About MarketLine 24

Disclaimer 24

List of Tables

List of Figures

List of Figures

Figure 1: Microsoft Minecraft Education Edition 6

Figure 2: Harriet K. and Philip Pumerantz Library at Western University of Health Sciences 8 ...

List of Figures

Figure 1: Microsoft Minecraft Education Edition 6

Figure 2: Harriet K. and Philip Pumerantz Library at Western University of Health Sciences 8

Figure 3: Google Cardboard Virtual Reality 9

Figure 4: Google for Education Chromebook 11

Figure 5: Mindspark software 13

Figure 6: University of East Anglia 14

Figure 7: US college graduation rate within 150% (6 years) from first institution attended 15

Figure 8: Approximate number of universities worldwide providing MOOC courses 18

Figure 9: Number of courses offered by MOOCs worldwide 19

Figure 10: Number of people signing up for at least one course provided by MOOCs worldwide (millions) 20

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