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AR VR in Education Market Size

ID: MRFR//9350-HCR | 141 Pages | Author: Shubham Munde| September 2025

AR VR in Education Market Size Snapshot

YearValue
2023USD 3.79 Billion
2032USD 17.2 Billion
CAGR (2024-2032)20.8 %

Note – Market size depicts the revenue generated over the financial year

The augmented and virtual reality in education market is expected to reach USD 17.2 billion by 2032, growing at a CAGR of 20.8% from 2023 to 2032. This substantial growth is driven by the need to enhance learning experience and improve engagement among students. As educational institutions seek to address the learning challenges and learning styles of their students, augmented and virtual reality are becoming an integral part of the pedagogy. Several factors, such as advancements in hardware and software, the increasing availability of AR/VR devices, and the growing emphasis on delivering an engaging learning experience, are contributing to this growth. These tools not only foster interactive learning, but also prepare students for the upcoming technologically driven workforce. Google, Microsoft, and Oculus are investing in research and development, forming strategic partnerships, and launching new products to capitalize on this opportunity. Examples of such initiatives are Google Expeditions and the Mesh platform from Microsoft.

home-ubuntu-www-mrf_ne_design-batch1_child_pages-augmented-and-virtual-reality-in-education-market size
Regional Market Size

Regional Deep Dive

Among the regions of the world, the Augmented and Virtual Reality in Education Market is growing at a high rate. The growth is due to the technological advancements, the rising trend of digital learning tools and the growing emphasis on the immersive learning experience. The market in North America is characterized by the high investment in educational technology and the presence of many key players. Europe is characterized by a diverse and varying degree of implementation of educational technology, influenced by the regulatory framework and the cultural attitude towards technology in education. Asia-Pacific is characterized by a large student population and the support of government initiatives for digital education. The Middle East and Africa are experiencing a steady growth in the market, as the demand for educational solutions is rising. Latin America is also beginning to embrace these tools, although more slowly, influenced by the economic conditions and the lack of appropriate facilities.

North America

  • Immersive technology in education is also gaining momentum through the significant investments of companies such as Google and Microsoft in developing platforms specifically for the educational sector.
  • Recent trends show an increasing reliance on technology companies for educational purposes, as exemplified by the partnership between the University of Southern California and Oculus for the creation of virtual learning environments.
  • Regulatory changes, such as the introduction of digital equity in education, are encouraging schools to adopt AR and VR, which increases the engagement and the availability of diverse student populations.

Europe

  • In the field of education, the European Union has launched the “Action Plan for the Digital Education of the Member States” with the aim of promoting the use of digital technology in the member states, including virtual and augmented reality.
  • In Finland, Virtual Reality in Education, for example, is a project that is aimed at both teachers and pupils.
  • The relationship between education and technology varies greatly across Europe. Germany, for example, is strongly committed to traditional methods of education, which makes it difficult for it to adopt new methods of education, such as augmented reality and virtual reality.

Asia-Pacific

  • Xiaobian has learned that China's AR and VR learning industry has developed rapidly, and that Netease and Tencent have both developed a large number of educational content and platforms with these two methods.
  • The new education policy in India is a good example. It is promoting the use of technology, including AR and VR, to improve learning outcomes and make education more accessible.
  • The huge student population and the increasing use of smart phones are driving the demand for mobile AR and VR in education, making the region a hotbed of innovation.

MEA

  • A country like the United Arab Emirates is investing in smart education, with the Mohammed bin Rashid Smart Learning Program, which includes virtual reality and augmented reality in the curriculum.
  • The Middle East is a region with its own peculiar challenges, such as a lack of technological resources and a lack of educational resources, which could prevent the widespread use of AR and VR in education.
  • The collaboration between local governments and international companies has been gaining ground in recent years, with the aim of improving the educational experience, especially in remote areas.

Latin America

  • The programme Educaço 4.0 aims to integrate the latest digital technology into the learning process.
  • The monetary and the technical difficulties have delayed the introduction of virtual and augmented reality in Latin America. But the interest in a new educational system is growing.
  • The new virtual and augmented reality industry has not yet matured. It is still in its infancy. But there are already a few local companies developing AR and VR content.

Did You Know?

“Students using augmented and virtual reality in their studies achieved 20 percent higher exam scores than those using traditional methods.” — Journal of Educational Technology & Society

Segmental Market Size

AR/VR in education plays a key role in transforming the traditional learning environment into an immersive experience. This market is currently experiencing a rapid growth, mainly driven by the increasing demand for interactive and engaging educational tools. In particular, the need for personalization of learning experiences, the technological progress in AR/VR and the acceptance of remote learning, especially in the wake of the Covid-19 pandemic, are the key drivers for the growth of this market.

In the field of education, the use of AR/VR is at the scaled deployment stage, with the notable examples of Google Expeditions and Oculus for Business. These platforms enable educators to create immersive learning experiences that can improve the engagement and retention of their students. Virtual field trips, interactive simulations for science and history, and vocational training are the main applications. The trend of digital transformation in education and the promotion of technology integration in the classroom are driving this growth. 5G and AI content creation will also help to accelerate the evolution of this industry, making AR/VR more accessible and effective for educational institutions.

Future Outlook

The Augmented and Virtual Reality in Education Market is set to grow significantly from 2023 to 2032, with a projected increase from $3.79 billion to $17 billion, a CAGR of 20.8%. This growth is a result of the increasing use of these immersive learning technologies in educational institutions, which are beginning to realize the potential of AR and VR to increase student engagement and learning outcomes. By 2032, it is expected that over one-third of educational institutions worldwide will have integrated AR and VR into their curricula, transforming the teaching methods and fostering a more engaging learning environment.

The main technological advances in the future, such as the development of more convenient and cheaper AR and VR devices, the spread of high-speed Internet and cloud computing, are expected to further accelerate the development of the industry. Also, the government's education policy and investment will be an important force in driving the industry. Also, the trend of gamification in education and the pursuit of personalization in education will also be a driving force for the development of the industry. Also, the industry will continue to evolve as the education industry continues to explore the use of AR and VR. , which will provide new opportunities for content and technology.

Covered Aspects:
Report Attribute/Metric Details
Growth Rate 20.8% (2023-2032)
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