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    AR VR in Education Market

    ID: MRFR/ICT/9350-HCR
    141 Pages
    Shubham Munde
    October 2025

    Augmented and Virtual Reality in Education Market Research Report Information by Offering (Hardware (Sensors, Controllers, Cameras, and VR headset), Software, Services (Managed Services and Professional Services)) Devices (Interactive Whiteboards, Mobile Computing Devices, Head Mounted displays) Application (Classroom Learning, Corporate Learning Management, e-learning, Corporate (Telecommunications and IT, Healthcare, Retail and Ecommerce, Banking, Financial Services, and Insurance, Manufacturing) and Regions -Forecast till 2035

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    AR VR in Education Market Summary

    As per Market Research Future Analysis, the Augmented and Virtual Reality in Education Market is poised for significant growth, driven by the increasing adoption of digital technologies and the demand for interactive learning experiences. The market is expected to expand from USD 4.58 Billion in 2024 to USD 17.20 Billion by 2032, reflecting a robust CAGR of 20.80%. The integration of AR and VR in educational settings enhances student engagement and learning outcomes, with notable partnerships, such as Meta's collaboration with 15 US universities to promote VR classes. However, challenges like data security and privacy concerns remain critical issues that need addressing.

    Key Market Trends & Highlights

    The market is characterized by several key trends and developments.

    • Market Size in 2023: USD 3.79 Billion
    • Projected Market Size by 2032: USD 17.20 Billion
    • CAGR from 2024 to 2032: 20.80%
    • North America expected to dominate market share in 2024

    Market Size & Forecast

    2023 Market Size USD 3.79 Billion
    2024 Market Size USD 4.58 Billion
    2032 Market Size USD 17.20 Billion
    CAGR (2024-2032) 20.80%

    Major Players

    Key players include Dell, IBM, Saba Software, Oracle, Sony, Samsung Electronics, HTC, Google, Microsoft, and Avantis Education.

    AR VR in Education Market Drivers

    Increased Adoption of Technology in Education

    The Global Augmented and Virtual Reality in Education Market Industry experiences a notable surge in the adoption of technology within educational institutions. Schools and universities increasingly integrate advanced technologies to enhance learning experiences. This trend is driven by the need for interactive and engaging educational tools that cater to diverse learning styles. As educational institutions recognize the benefits of immersive learning environments, investments in augmented and virtual reality solutions are expected to rise significantly. By 2024, the market is projected to reach 4.58 USD Billion, reflecting a growing commitment to modernizing educational practices through innovative technologies.

    Key Companies in the AR VR in Education Market market include

    Industry Developments

    • Q2 2024: Prisms VR raises $12.5M Series A to expand math education in US schools Prisms VR, a startup developing virtual reality math curriculum for K-12, secured $12.5 million in Series A funding to accelerate deployment of its VR learning platform in US school districts and expand its content library.
    • Q2 2024: Meta launches 'Meta Quest for Education' program to bring VR headsets to classrooms Meta announced a new initiative to distribute Meta Quest headsets and tailored educational content to select US and UK schools, aiming to integrate immersive VR experiences into STEM and history curricula.
    • Q2 2024: Microsoft partners with Pearson to deliver immersive AR/VR learning modules Microsoft and Pearson announced a strategic partnership to co-develop augmented and virtual reality modules for higher education, leveraging Microsoft HoloLens and Azure cloud services.
    • Q3 2024: Google unveils new AR Classroom tools for Chromebooks Google launched a suite of augmented reality tools for Chromebooks, enabling teachers to create interactive 3D lessons and students to explore virtual science labs and historical sites.
    • Q3 2024: Samsung launches 'Galaxy EduVR' headset for global education market Samsung introduced the Galaxy EduVR, a new virtual reality headset designed specifically for classroom use, featuring a curated library of educational content and teacher management tools.
    • Q3 2024: UK government awards £10m contract for VR-based teacher training The UK Department for Education awarded a £10 million contract to a consortium led by Immerse to develop and deploy VR-based teacher training programs across public schools.
    • Q4 2024: Lenovo and zSpace announce partnership to deliver AR/VR solutions to US schools Lenovo and zSpace formed a partnership to provide integrated AR/VR hardware and software packages to K-12 schools in the US, aiming to boost adoption of immersive learning technologies.
    • Q4 2024: Sony launches 'EduVerse' VR platform for universities Sony unveiled EduVerse, a virtual reality platform designed for higher education institutions, offering virtual classrooms, collaborative labs, and integration with existing learning management systems.
    • Q1 2025: Magic Leap secures $150M funding to expand AR education initiatives Magic Leap raised $150 million in new funding to accelerate the development and deployment of its augmented reality solutions for education, focusing on interactive STEM and medical training modules.
    • Q1 2025: Meta appoints new Head of Education Partnerships for global VR initiatives Meta announced the appointment of Dr. Lisa Chen as Head of Education Partnerships, tasked with expanding Meta's VR education programs and forging new collaborations with schools and universities worldwide.
    • Q2 2025: EON Reality opens new AR/VR education innovation center in Singapore EON Reality inaugurated a new innovation center in Singapore dedicated to developing and piloting AR/VR educational content for Southeast Asian schools and universities.
    • Q2 2025: Microsoft launches 'HoloLens for Schools' pilot program in Germany Microsoft began a pilot program deploying HoloLens devices and mixed reality curriculum in select German secondary schools, aiming to evaluate the impact of immersive technology on STEM education outcomes.

    Report Scope

    This study estimates revenue growth at global, regional, and country levels and offers an overview of the latest developments in each of the sub-sectors from 2023 to 2032. For this analysis, MRFR segmented the global Augmented and Virtual Reality in Education Market has been segmented based on offering, devices, deployment model, application and end users, and region.

    By Offering

      • Hardware
        • Sensors
        • Controllers
        • Cameras
        • VR Headset
        • Others
      • Software
      • Services
        • Managed Services
        • Professional Services

    Deployment Model

      • Cloud
      • On-premises

    Devices

      • Interactive Whiteboards
      • Mobile Computing Devices
      • Head Mounted displays
      • Gesture Tracing Device
        • Head up Displays
        • Handheld Devices
      • Projectors & Display Walls
      • Others

    Application

      • Classroom Learning
      • Corporate Learning Management
      • Certifications
      • e-learning
      • Virtual field trips
      • Student Recruitment
      • Others

    End Users

      • Academic
        • K-12
        • Higher Education
      • Corporate
        • Telecommunications and IT
        • Healthcare and Life Sciences
        • Retail and Ecommerce
        • Banking, Financial Services, and Insurance
        • Manufacturing
        • Government and Public Sector

    By Region

      • North America
      • Europe
      • Asia-Pacific
      • Middle East & Africa
      • South America

    Future Outlook

    AR VR in Education Market Future Outlook

    The Global Augmented and Virtual Reality in Education Market is projected to grow at an 18.75% CAGR from 2024 to 2035, driven by technological advancements and increasing demand for immersive learning experiences.

    New opportunities lie in:

    • Develop tailored AR/VR content for STEM education to enhance engagement and understanding.
    • Implement VR simulations for teacher training programs to improve pedagogical skills.
    • Create partnerships with educational institutions to integrate AR/VR into existing curricula.

    By 2035, the market is expected to be a pivotal component of educational innovation and delivery.

    Market Segmentation

    Devices

    • Others
    • Projectors & Display Walls
    • Gesture Tracing Device
    • Head up Displays
    • Handheld Devices
    • Head Mounted displays
    • Mobile Computing Devices
    • Interactive Whiteboards

    By Region

    • South America
    • Middle East & Africa
    • Asia-Pacific
    • Europe
    • North America

    End Users

    • Corporate
    • Telecommunications and IT
    • Healthcare and Life Sciences
    • Retail and Ecommerce
    • Banking, Financial Services, and Insurance
    • Manufacturing
    • Government and Public Sector
    • Academic
    • K-12
    • Higher Education

    Application

    • Others
    • Student Recruitment
    • Virtual field trips
    • e-learning
    • Certifications
    • Corporate Learning Management
    • Classroom Learning

    By Offering

    • Services
    • Managed Services
    • Professional Services
    • Software
    • Hardware
    • Sensors
    • Controllers
    • Cameras
    • VR Headset
    • Others

    Key Players

    • Edvance360
    • Oracle
    • Saba Software
    • IBM
    • Dell

    Deployment Model

    • On-premises
    • Cloud

    AR VR in Education Market Industry Developments

    • Q2 2024: Prisms VR raises $12.5M Series A to expand math education in US schools Prisms VR, a startup developing virtual reality math curriculum for K-12, secured $12.5 million in Series A funding to accelerate deployment of its VR learning platform in US school districts and expand its content library.
    • Q2 2024: Meta launches 'Meta Quest for Education' program to bring VR headsets to classrooms Meta announced a new initiative to distribute Meta Quest headsets and tailored educational content to select US and UK schools, aiming to integrate immersive VR experiences into STEM and history curricula.
    • Q2 2024: Microsoft partners with Pearson to deliver immersive AR/VR learning modules Microsoft and Pearson announced a strategic partnership to co-develop augmented and virtual reality modules for higher education, leveraging Microsoft HoloLens and Azure cloud services.
    • Q3 2024: Google unveils new AR Classroom tools for Chromebooks Google launched a suite of augmented reality tools for Chromebooks, enabling teachers to create interactive 3D lessons and students to explore virtual science labs and historical sites.
    • Q3 2024: Samsung launches 'Galaxy EduVR' headset for global education market Samsung introduced the Galaxy EduVR, a new virtual reality headset designed specifically for classroom use, featuring a curated library of educational content and teacher management tools.
    • Q3 2024: UK government awards £10m contract for VR-based teacher training The UK Department for Education awarded a £10 million contract to a consortium led by Immerse to develop and deploy VR-based teacher training programs across public schools.
    • Q4 2024: Lenovo and zSpace announce partnership to deliver AR/VR solutions to US schools Lenovo and zSpace formed a partnership to provide integrated AR/VR hardware and software packages to K-12 schools in the US, aiming to boost adoption of immersive learning technologies.
    • Q4 2024: Sony launches 'EduVerse' VR platform for universities Sony unveiled EduVerse, a virtual reality platform designed for higher education institutions, offering virtual classrooms, collaborative labs, and integration with existing learning management systems.
    • Q1 2025: Magic Leap secures $150M funding to expand AR education initiatives Magic Leap raised $150 million in new funding to accelerate the development and deployment of its augmented reality solutions for education, focusing on interactive STEM and medical training modules.
    • Q1 2025: Meta appoints new Head of Education Partnerships for global VR initiatives Meta announced the appointment of Dr. Lisa Chen as Head of Education Partnerships, tasked with expanding Meta's VR education programs and forging new collaborations with schools and universities worldwide.
    • Q2 2025: EON Reality opens new AR/VR education innovation center in Singapore EON Reality inaugurated a new innovation center in Singapore dedicated to developing and piloting AR/VR educational content for Southeast Asian schools and universities.
    • Q2 2025: Microsoft launches 'HoloLens for Schools' pilot program in Germany Microsoft began a pilot program deploying HoloLens devices and mixed reality curriculum in select German secondary schools, aiming to evaluate the impact of immersive technology on STEM education outcomes.

    Report Scope

    Report Attribute/Metric Details
    Market Size 2024 USD 4.58 Billion
    Market Size 2032 USD  17.20 Billion
    Compound Annual Growth Rate (CAGR) 20.80% (2024-2032)
    Base Year 2023
    Market Forecast Period 2024-2032
    Historical Data 2018- 2022
    Market Forecast Units Value (USD Billion)
    Report Coverage Revenue Forecast, Market Competitive Landscape, Growth Factors, and Trends
    Segments Covered Offering (Hardware (Sensors, Controllers, Cameras, VR Headset and Others), Software, Services (Managed Services, Professional Services) Devices (Interactive whiteboards, Mobile Computing Devices, Head Mounted displays, Gesture Tracing Device, Head up displays, handheld devices, Projectors & display walls, others) Deployment Model (Cloud, On-premises) Application (Classroom Learning, Corporate Learning Management, Certifications, e-learning, Virtual field trips, Student Recruitment, Others) End Users (Academic (K-12, Higher Education, Vocational), Corporate (IT & Telecommunication, BFSI, Healthcare & Life sciences, Retail & E-commerce, Government & Public Sector, Others))
    Geographies Covered North America, Europe, Asia Pacific, and the Rest of the World
    Countries Covered The US, Canada, Germany, France, UK, Italy, Spain, China, Japan, India, Australia, South Korea, and Brazil
    Key Companies Profiled  Sony • Samsung Electronics • HTC • Google • Microsoft • Panasonic • Hitachi • Barco • LG Electronics • Veative Labs • Cisco • Blackboard • Dell • IBM • Saba Software • Oracle • Edvance360 • Electa Communications • BrainCert • SKYPREP • Impero Software • WizIQ • BigBlueButton • Digital Samba • TutorRoom • Eon Reality Inc. • Facebook Technologies LLC • Varjo Technologies
    Key Market Opportunities Growing adoption of virtual trips
    Key Market Dynamics Increasing adoption of advanced technology products and devices and growing development in education sector

    Market Highlights

    Author
    Shubham Munde
    Research Analyst Level II

    With a technical background in information technology & semiconductors, Shubham has 4.5+ years of experience in market research and analytics with the tasks of data mining, analysis, and project execution. He is the POC for our clients, for their consulting projects running under the ICT/Semiconductor domain. Shubham holds a Bachelor’s in Information and Technology and a Master of Business Administration (MBA). Shubham has executed over 150 research projects for our clients under the brand name Market Research Future in the last 2 years. His core skill is building the research respondent relation for gathering the primary information from industry and market estimation for niche markets. He is having expertise in conducting secondary & primary research, market estimations, market projections, competitive analysis, analysing current market trends and market dynamics, deep-dive analysis on market scenarios, consumer behaviour, technological impact analysis, consulting, analytics, etc. He has worked on fortune 500 companies' syndicate and consulting projects along with several government projects. He has worked on the projects of top tech brands such as IBM, Google, Microsoft, AWS, Meta, Oracle, Cisco Systems, Samsung, Accenture, VMware, Schneider Electric, Dell, HP, Ericsson, and so many others. He has worked on Metaverse, Web 3.0, Zero-Trust security, cyber-security, blockchain, quantum computing, robotics, 5G technology, High-Performance computing, data centers, AI, automation, IT equipment, sensors, semiconductors, consumer electronics and so many tech domain projects.

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    FAQs

    What is the CAGR of the augmented and virtual reality in education market in the upcoming period?

    A 20.80% CAGR is expected to transform the market.

    Which region is a major driver in the augmented and virtual reality in education market?

    The North America regional market is projected to be the major driver of the market.

    What segments are utilized for better understanding the augmented and virtual reality in education market?

    The segments in the market are offering, devices, deployment model, application, and end users.

    Who are the contenders in the market for augmented and virtual reality in education market?

    The major contenders in the market are Eon Reality Inc., Facebook Technologies LLC AND Varjo Technologies Oy.

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