DUBLIN, Aug. 5, 2022 /PRNewswire/ — The “Global EdTech and Smart Classrooms Market by Hardware (Interactive Displays, Interactive Projectors), Education System Solution (LMS, TMS, DMS, SRS, Test Preparation, Learning & Gamification), Deployment Type, End User and Region – Forecast to 2027” report has been added to ResearchAndMarkets.com’s offering.
The publisher forecasts the global EdTech and smart classrooms market to grow from USD 125.3 billion in 2022 to USD 232.9 billion by 2027, at a Compound Annual Growth Rate (CAGR) of 13.2%
The major factors driving the growth of the EdTech and smart classrooms market include growing adoption of eLearning solutions, impact of COVID-19 pandemic and growing need for online teaching-learning models to continue education system in lockdown.
Student Response system segment to hold the largest CAGR during the forecast period
The student response system keeps the students engaged in the class and encourages them to participate actively in the learning process. It enables the teachers to conduct polls for students during or after the class. The students’ feedback is given either through clickers or the software installed on their computers.
It empowers the students to track their progress reports and respond to the teachers when asked questions. Teachers can also assess the students in real time, either collectively or individually. During a lecture, instructors can use the Student Response System (SRS) to pose questions and collect student responses. Clickers, classroom response systems, personal response systems, and audience response systems are other names for student response systems.
Higher education segment to record the fastest growth rate during the forecast period
The Center for Immersive Experiences (CIE) at Penn State University exemplifies EdTech’s potential in higher education. A variety of virtual and augmented reality experiences are constantly available for students to use as part of their academic studies and research projects.
Students can use technology such as 360 video recording, VR and AR headsets, collaborative spaces, and breakout rooms. The goal is to provide university …