Smart Education and Learning Market: Advanced Technologies, Digital Models, Adoption Trends and Worldwide Market Forecast (2012 – 2017)
Digital education or digital literacy market widely caters to the need of national governments, international standardization bodies, for training and workforce skills and educators from all streams. It also suffices the need of consumers, employer or employees, students and parents who want to be digitally educated. This Smart Education Market research report analyzes the penetration and growth rate of smart education through digital media in developed countries and also studies the market consisting of countries with limited educational resources and bio-diverse/cross culture.
TABLE OF CONTENTS
EXECUTIVE SUMMARY
1 INTRODUCTION
1.1 KEY TAKE-AWAYS
1.2 REPORT DESCRIPTION
1.3 MARKETS COVERED
1.4 STAKEHOLDERS
1.5 RESEARCH METHODOLOGY
1.6 ASSUMPTIONS
2 SUMMARY
3 MARKET OVERVIEW
3.1 SMART EDUCATION MARKET DEFINITION
3.2 MARKET SEGMENTATION
3.3 ECOSYSTEM OF SMART EDUCATION
3.4 EVOLUTION OF TECHNOLOGIES IN EDUCATION
3.5 VALUE CHAIN ANALYSIS
3.6 MARKET SIZE
3.7 WINNING IMPERATIVES
3.8 BURNING ISSUES
3.9 MARKET PRESENCE ANALYSIS
3.10 VENDOR ECOSYSTEM & SPHERE OF INFLUENCE
4 MARKET DYNAMICS
4.1 DRIVERS
4.2 RESTRAINTS
4.3 OPPORTUNITIES
4.4 IMPACT ANALYSIS OF DROS
5 PRODUCTS MARKET
5.1 HARDWARE
5.1.1 INTERACTIVE WHITE-BOARDS
5.1.2 SIMULATION BASED LEARNING MARKET
5.1.3 OTHER HARDWARE
5.2 SOFTWARE
5.2.1 LMS/LCMS
5.2.2 OPEN SOURCE
5.2.3 MOBILE EDUCATIONAL APPS
5.3 SERVICES
5.3.1 HOSTED TOOLS, PLATFORMS & TECHNOLOGY
5.3.2 CUSTOM CONTENT
5.3.3 VALUE ADDED SERVICES
6 APPLICATIONS MARKET
6.1 PRE K-12
6.2 PROFESSIONAL EDUCATION
6.3 ENTERPRISE/BUSINESS EDUCATION
6.4 NGO’S & ASSOCIATIONS
6.5 GOVERNMENTS
6.6 HEALTHCARE
7 DELIVERY & COLLABORATION TECHNOLOGY MARKET
7.1 ONLINE COLLABORATION TOOLS
7.2 VIDEO & PRESENTATION TOOLS
7.3 IP-BASED COMMUNICATION PLATFORM
7.4 VIRTUAL CLASSROOMS
8 E-LEARNING
8.1 SELF-PACED E-LEARNING
8.2 VIRTUAL CLASSROOMS AND WEBINARS
8.3 MOBILE LEARNING
8.4 COLLABORATION-BASED LEARNING
8.5 SOCIAL LEARNING
8.6 SIMULATION-BASED LEARNING
8.7 GAME-BASED LEARNING
9 GEOGRAPHIC ANALYSIS
9.1 NORTH AMERICA
9.2 EMEA
9.3 ASIA PACIFIC
9.4 ROW
10 INDUSTRY ROADMAP
10.1 FUTURE TRENDS AND GROWTH OPPORTUNITIES
10.2 TECHNOLOGY AND MARKET ROADMAPS
11 COMPETITIVE LANDSCAPE
11.1 INTRODUCTION
11.2 VENDOR SHARE ANALYSIS
11.3 MARKET PLAYER ANALYSIS
11.4 MERGERS & ACQUISITIONS
12 COMPANY PROFILES
12.1 BLACKBOARD INC.
12.1.1 OVERVIEW
12.1.2 PRIMARY BUSINESS
12.1.3 FINANCIALS
12.1.4 STRATEGY
12.1.5 DEVELOPMENTS
12.2 SUNGARD
12.2.1 OVERVIEW
12.2.2 PRIMARY BUSINESS
12.2.3 FINANCIALS
12.2.4 STRATEGY
12.2.5 DEVELOPMENTS
12.3 JENZABAR
12.3.1 OVERVIEW
12.3.2 PRIMARY BUSINESS
12.3.3 FINANCIALS
12.3.4 STRATEGY
12.3.5 DEVELOPMENTS
12.4 CENGAGE LEARNING
12.4.1 OVERVIEW
12.4.2 PRIMARY BUSINESS
12.4.3 FINANCIALS
12.4.4 STRATEGY
12.4.5 DEVELOPMENTS
12.5 SKILLSOFT
12.5.1 OVERVIEW
12.5.2 PRIMARY BUSINESS
12.5.3 FINANCIALS
12.5.4 STRATEGY
12.5.5 DEVELOPMENTS
12.6 SABA
12.6.1 OVERVIEW
12.6.2 PRIMARY BUSINESS
12.6.3 FINANCIALS
12.6.4 STRATEGY
12.6.5 DEVELOPMENTS
12.7 SUMTOTAL
12.7.1 OVERVIEW
12.7.2 PRIMARY BUSINESS
12.7.3 FINANCIALS
12.7.4 STRATEGY
12.7.5 DEVELOPMENTS
12.8 PEARSON
12.8.1 OVERVIEW
12.8.2 PRIMARY BUSINESS
12.8.3 FINANCIALS
12.8.4 STRATEGY
12.8.5 DEVELOPMENTS
12.9 MCGRAWHILL
12.9.1 OVERVIEW
12.9.2 PRIMARY BUSINESS
12.9.3 FINANCIALS
12.9.4 STRATEGY
12.9.5 DEVELOPMENTS
12.10 SMART TECHNOLOGIES
12.10.1 OVERVIEW
12.10.2 PRIMARY BUSINESS
12.10.3 FINANCIALS
12.10.4 STRATEGY
12.10.5 DEVELOPMENTS
APPENDIX

