Code: MTA9528 | Publication Date: Sep 2025 |
The main drivers of this growth are the increasing demand for interactive and immersive learning experiences, advancements in VR technology for educational content delivery, and the growing adoption of VR tools for practical training in various academic disciplines.
The VR in Education market is experiencing trends such as the use of immersive VR simulations for skills training in disciplines such as medicine, science, and engineering. VR is increasingly employed in K-12 and higher education courses to enhance student engagement and understanding. VR is also being used in various digital platforms to confer virtual field trips, language-learning programs, and historical simulations. VR has also become crucial in establishing personalized learning experiences for students, facilitating student collaboration, and supporting distance learning.
The VR in Education market is also USD multi-million-dollar market that is transforming in the development of more relevant interactive VR-based learning platforms and applications. Innovations in hardware are making VR headsets less expensive, less heavy, and more comfortable for students. A focus of the VR in Education market is also on gamification and adaptive learning environments supported by VR technological enhancements. With the growth of remote and hybrid learning models, VR is being used to simulate real-world experiences for students, and learning environments are used by students for skills learning and real-world training.
Some of the leading companies include: