“Rising Internet Penetration and Increased Enrollment of Students in High Schools has driven the E-Learning market in the Philippines”
The report titled “Philippines E-Learning Market Outlook to 2023 - By Content (Multimedia, Open Courseware, Online Tests and Others), By Technology (LMS, Smart Classes and Smart Authoring Tools), By Source of Learning (E-Books, MOOCs, Gamification, and M-Learning), and By End Users (Schools, Universities, Corporates, Vocational training and Others)” indicates that the E-Learning market in the Philippines is expected to register a positive CAGR of 17.8% in terms of revenue during the forecast period 2018-2023E.
Increased Penetration of Internet Services: Internet services have rapidly spread across the nation over the past few years. With around 67 million users in 2018, the penetration of internet services has reached approximately 63.0% in 2018. This implies that a greater percentage of the population now have access to better the infrastructure that can accommodate E-learning content, thereby justifying the growth of the industry over the years.
Switch to Smart Classrooms: Schools, being the biggest consumers of E-learning services, are increasingly beginning to set up smart classrooms in their premises in order to facilitate the use of technology in learning activities. The use of multimedia content has made it easier for students to absorb new concepts. Moreover, smart classrooms also provide students with hands-on experience in using electronic gadgets for educational purposes such as making presentations, documents, and others. The demand for E-learning services from smart classes is expected to account 25.0% share of the overall revenue from E-learning Philippines market in 2023E.
Increase in the use of technologies such as Gamification: The advancement of gamification has made it possible for educational institutions to teach students and to boost their interest. In addition to this, Gamification has made learning a more interactive process between the course and the students. More importantly, it makes the content more interesting and easier to grasp the concepts for students. Moreover, it also helps businesses to guide employees and to boost motivation. Gamification is being used in the process of onboarding to guide new hires to complete their training. Thereby, catering to a wider population of students and increasing demand for E-learning services in the country.
Key Segments Covered:-
By Content and Technology Services
Content
Open Courseware
Multimedia
Online Tests
Others (uploading existing Content)
Technology
Learning Management System
Smart Classes
Smart Authoring Tools
By Content Format
Text
Video
Audio
By Source of Learning
MOOC’s
E-Books
M-learning
Gamification
By End Users
Schools
Universities
Corporates
Vocational Training
Others
Key Target Audience
Content Providers
Technology Providers
Hardware Providers
Corporate Enterprises
Higher education institutes
K-12
Investors
P.E. Firms
Institutes
Time Period Captured in the Report:-
Historical Period: 2013-2018
Forecast Period: 2019-2023E
Companies Covered:-
Quipper
DIWA
MOODLE
Topica Edtech Group
Cypher Learning
SPI Global
Yapster
Blackboard
Canvas
Keywords:-
Online Education Industry Philippines
Online Learning Market Philippines
Online Test Preparation Market Philippines
Philippines E-Learning Industry
E-Learning Businesses Philippines
Philippines E-Learning Technology Market
Philippines Online Courses Market
Philippines Education Technology Market
Philippines E-Learning Mobile Applications
Philippines Online Tutorials Market
Growth in E-Learning Philippines Market
Online Higher Education in Philippines
Canvas Philippines E-Learning Revenue
Blackboard Philippines Market Share
Augmented Reality Education in Philippines
Online Education Market Demand Philippines
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Ken Research
Ankur Gupta, Head Marketing & Communications
+91-9015378249
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