New York, Feb. 01, 2021 (GLOBE NEWSWIRE) -- announces the release of the report "Educational Services Global Market Report 2021: COVID 19 Impact and Recovery to 2030" -
09 billion in 2020 to $3399.15 billion in 2021 at a compound annual growth rate (CAGR) of 4.5%. The growth is mainly due to the companies rearranging their operations and recovering from the COVID-19 impact, which had earlier led to restrictive containment measures involving social distancing, remote working, and the closure of commercial activities that resulted in operational challenges. The market is expected to reach $4681.73 billion in 2025 at a CAGR of 8%.

The educational services market consists of the revenues earned from educational services and related goods by entities (organizations, sole traders and partnerships) that provide instruction and training in a wide variety of subjects. The instruction and training is provided by specialized establishments, such as schools, colleges, universities, and training centers. The educational services market is segmented into elementary and secondary schools; colleges, universities, and professional schools and other educational services.

Asia Pacific was the largest region in the global educational services market, accounting for 37% of the market in 2020. Western Europe was the second largest region accounting for 30% of the global educational services market. Middle East was the smallest region in the global educational services market.

Educational services are using gamification techniques to enhance the students learning experience. Gamification is the concept of applying game-design thinking to different classroom tasks to make them more fun and engaging. Gamification is creating a holistic learning atmosphere in educational services that boosts engagement, motivation and essential skills of students. For instance, according to a survey conducted by WeAreTeachers, 55% of teachers are using digital online games as part of their teaching, and 63% agree that students want to practice difficult skills when presented in a game-like format. Hornsby Middle School implemented gamification techniques to engage the students towards comprehensive learning.

Flipped classroom model of teaching is enhancing the students learning experience by creating an interactive atmosphere in classrooms. In flipped classroom, students view lecture materials or video lectures as homework prior to coming to class. In-class time, interactive discussions and collaborative works are performed under the guidance of a teacher. Flipped classroom gives students the flexibility to consume the lecture material at own pace and come prepared to ask specific questions in class. For instance, according to the Flipped Learning Network, 71% of teachers who flipped their classes noticed improved grades, and 80% reported improved student behavior as a result, thus indicating effectiveness of flipped classroom teaching model. Some of the educational service providers using flipped classrooms to teach students include University of California, Clemson University, Boston University, Harvard University, University of Michigan and Texila American University.

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