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E-Learning Market - Global Outlook & Forecast 2022-2027

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  • 429 Pages
  • July 2022
  • Region: Global
  • Arizton
  • ID: 5625039
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E-learning is a method of teaching students using electronic media such as videos, audio, e-books, etc. e-learning refers to training, teaching, and testing services conducted or shared through the internet. Comprehensive training requirements for students and professionals, fueled by trends such as globalization, talent migration, and consistent advancements in corporate skills and individual talent grooming, have expanded the scope of e-learning.


  • North America's e-learning market revenue crossed USD 94 billion in 2021. Similarly, APAC leading in the second position, generated a revenue of more than USD 69.47 billion in 2021. The lowest revenue was produced by the Middle East and Africa
  • However, the highest growth is expected from the majorly populated APAC region. It is expected to showcase a growth rate of about 17.70% during the forecasted period. The high growth rate can be attributed to many middle-income groups in developing countries like India, a preferred market for vendors.
  • The Middle East also proves to be a significant market as the middle east countries usually have gender disparities, thus creating scope for e-learning platforms in the region, especially for women as they typically show a keen interest in developments and upgrades.
  • An increase in internet and smartphone penetration is the fundamental driver of e-learning market growth. This has revolutionized content delivery mode and evolved the method by continuously improving bandwidths and reducing data prices.

The following factors will drive the global e-learning market growth during the forecast period:

  • Demand for Internet-Enabled Services
  • Growing Need for Strong Workforce Skills
  • Digital Transformation in Learning & Training
  • Continuous Investment in Digital Learning
  • Introduction of 5G Technology
  • Enhancement In Connectivity Infrastructure and Smartphone Penetration


The education of over 1.2 billion children worldwide got adversely affected by the pandemic, and hence there was a sudden shift in the way education was delivered after that.
Even before COVID-19, education technology was seeing rapid expansion and adoption, with worldwide edtech investments crossing USD 18 billion in 2019 and the online education market crossing over USD 350 billion by 2025. After witnessing the abrupt shift from the classroom in many parts of the world, there are high chances of online learning popularity to continue post-pandemic. Such a shift is expected to affect the global education industry.


E-learning encompasses various courseware and content delivery services for various end-user applications. The most prominent ones are packaged content, LMS, and other emerging learning avenues, including serious games and gamified mobile applications. Other essential education models increasingly gaining prominence are video-based learning, virtual classrooms, social learning, gamification, and simulations. Of all these, gamification and virtual classrooms stand out owing to their high engagement level and perceived effectiveness.

In the instructor-led type, the course already has a decided pace set and usually cannot be altered as per convenience. Self-paced learning mode is one of the most preferred choices. The self-paced study is a specific method that allows the learner to learn at one's schedule and time. It enables the learner to control the amount of material they use, and the time they need to do so. The global e-learning market in 2021 was dominated by self-paced learning, holding a share of above 61%, and is also expected to witness a higher CAGR than instructor-led learning during the forecast period.

In terms of e-learning market share, the corporate e-learning market occupied the maximum share of 32.24% in 2021, which is significant, driven by increasing emphasis on talent up-gradation and retention. In addition, globalization is mandating a different set of functional and language skills for the critical workforce as companies expand their business presence across geographies. Due to increased federal budgetary allocations in the education sector, as they invest in improving digital connectivity and ensuring high-quality education to acquire resource competitiveness, the K-12 and higher education segments accounted for approximately the second and third highest share of revenue in the e-learning market.

The training function facilitates the learners with lectures (live or recorded) along with necessary notes or other relevant content. Testing plays a vital role in measuring the grasping capacity of a learner. It also certifies how well a student has learned a particular subject or course. Training functions dominated the global e-learning market in 2021.

Segmentation by Delivery Mode

  • Packaged Content
  • LMS
  • Others

Segmentation by Learning Mode

  • Self-paced
  • Instructor-led

Segmentation by Function Type

  • Training
  • Testing

Segmentation by End-user

  • K-12
  • Higher Education
  • Corporates
  • Government
  • Vocational



Over the past few years, virtual reality (VR) and augmented reality (AR) has substantially improved toward becoming popular consumer technologies. A decrease in cost is one of the most important factors concerning the adoption of VR and AR for education. Technology will become more accessible for consumers and businesses as the cost of software and hardware decreases. Developers are leveraging existing technologies such as smartphones to provide widespread and more affordable options for using VR and AR.

VR and AR are increasingly being adopted to deliver training. Virtual reality technology enables deep understanding by reducing risk and immerses learners in a new environment. Augmented reality provides just-in-time education by offering training to learners at their fingertips. AR and VR applications are increasingly being adopted in the remote learning space as they provide solutions to practical needs. Virtual reality is being used for performing intricate procedures and handling high-risk tasks. VR and AR solutions enable learners to connect with the content. They address one's needs and help learners develop a highly immersive learning experience.


E-learning is tried to be simplified as much as possible; there are a few essential prerequisites that are must-haves, such as a decent internet connection and at least a smartphone to use as a medium to access online content, which is not so easy for the people belonging to specific sections of the society especially those belonging to developing countries such as India and underdeveloped countries like Africa. In Sri Lanka, the government initiated providing common lectures on Math, Science, and other subjects through the TV for those who did not have access to smartphones or the internet.


With a revenue share of 44.17% in 2021, North America was the largest market for e-learning solutions, owing to efficient educational infrastructure and the development of innovative learning methodologies. The US and China were the world's two largest e-learning markets in terms of revenue. However, APAC, particularly, the e-learning market in India and the Middle East & Africa, is predicted to have tremendous development potential. Though North America has the most robust infrastructure, APAC is the fastest-growing region in terms of infrastructure development and technology adoption as there is a rise in middle-income groups in these regions that are known to be ambitious and willing to spend money to get better experiences, especially for the children concerning all aspects of life. About 69% of the total population of APAC falls inside the age bracket of 15 to 64 years which is the population that can best make use of e-learning by creating the most of it.

Segmentation by Geography

  • North America
  • US
  • Canada
  • APAC
  • China
  • South Korea
  • Japan
  • Australia
  • India
  • Singapore
  • Indonesia
  • Europe
  • UK
  • Germany
  • France
  • Nordics
  • Spain
  • Italy
  • Russia
  • Benelux
  • Latin America
  • Brazil
  • Mexico
  • Argentina
  • Chile
  • Middle East & Africa
  • GCC
  • South Africa


Academic and business end-users have different expectations and learning requirements, and each has various marginal utilities for services supplied. Furthermore, both academic and business end-users have distinct purchasers and end-users. While academic courseware should include highly configurable platforms that allow instructors to change content dynamically, corporate courseware often consists of courseware and content structures regularly distributed online to a bigger audience. Distinct forms of education need different marketing and operational resources. Thus medium-sized providers should concentrate on only a few. Over the previous seven years, the Latin American e-learning market has seen significant mergers and acquisitions. Several companies focusing on one or two segments, such as K12 or secondary education, have expanded their offerings and portfolios by acquiring smaller start-ups in distance learning, on-campus post-secondary education, and corporate or government workforce skill training.

Key Vendors

  • Apollo Education Group
  • Blackboard
  • British Council
  • Oracle
  • Pearson
  • Aptara
  • Adobe
  • Skillsoft
  • NIIT

Other Prominent Vendors

  • Cisco
  • Instructure
  • GP Strategies
  • Thomson Reuters
  • Docebo
  • McGraw Hill
  • Desire2Learn
  • Edmodo
  • Cengage
  • Macmillan Education
  • Cornerstone
  • Educomp
  • Cogna Educacao
  • Telefonica
  • edX
  • Estacio
  • Coursera
  • SAP Litmos
  • Open Education
  • Veduca
  • LinkedIn (Microsoft)
  • Simplilearn
  • Think & Learn (BYJU’S)
  • upGrad
  • LeQuest
  • FutureLearn
  • L2P (Learn 2 Play)
  • Chegg
  • Bright Little Labs
  • Aula Education
  • WhiteHat Security
  • Blinkist
  • Age of Learning
  • Learnetic
  • Elearn Australia
  • 360Learning
  • Udemy
  • Skillshare
  • Udacity
  • Pluralsight
  • Alison
  • Babbel
  • Treehouse
  • Unacademy
  • Duolingo
  • Tracxn Technologies



Table of Contents

1 Research Methodology2 Research Objectives3 Research Process
4 Scope & Coverage
4.1 Market Definition
4.2 Base Year
4.3 Scope of the Study
4.4 Market Segments
5 Report Assumptions & Caveats
5.1 Key Caveats
5.2 Currency Conversion
5.3 Market Derivation
6 Market at a Glance
7 Premium Insights
7.1 Highlights
7.2 Segment Analysis
7.3 Covid-19 Impact
7.4 Opportunity & Challenge Analysis
7.5 Geographical Analysis
7.6 Competitive Scenario
7.7 Frequently Asked Questions (Faqs)
8 Introduction
8.1 Overview
8.2 Role of Technology in Education
8.3 Digital Transformation in Learning
8.4 SWOT Analysis
8.5 Impact of Covid- 19
9 Market Opportunities & Trends
9.1 Increasing Use of Mobile Applications
9.2 Growth of Blended Learning
9.3 Increasing Use of Vr & Ar Applications
9.4 Surge in Adoption of Gamification
9.5 Adoption of Hybrid Model
10 Market Growth Enablers
10.1 Increasing Demand for Internet-Enabled Devices
10.2 Growing Need for Strong Workforce Skills
10.3 Digital Transformation in Learning & Training
10.4 Continuous Investment in Digital Learning
10.5 Prominent Role of 5G Technology
10.6 Advances in Connectivity Infrastructure & Smartphone Penetration
11 Market Restraints
11.1 Growing Demand for Continuous Product Innovation
11.2 Variability in Hardware & Software
11.3 Limited Access to Closed Markets & Platforms
11.4 Inadequate Internet Bandwidth in Developing Countries
11.5 Lack of Viable Revenue & Monetization Models
12 Market Landscape
12.1 Market Overview
12.2 Market Size & Forecast
12.3 Five Forces Analysis
13 Delivery Mode
13.1 Market Snapshot & Growth Engine
13.2 Market Overview
13.3 Packaged Content
13.4 Lms
13.5 Others
14 Learning Mode
14.1 Market Snapshot & Growth Engine
14.2 Market Overview
14.3 Self-Paced
14.4 Instructor-Led
15 Function
15.1 Market Snapshot & Growth Engine
15.2 Market Overview
15.3 Training
15.4 Testing
16 End-user
16.1 Market Snapshot & Growth Engine
16.2 Market Overview
16.3 K-12
16.4 Higher Education
16.5 Corporate
16.6 Government
16.7 Vocational
17 Geography
17.1 Market Snapshot & Growth Engine
17.2 Geographic Overview
18 North America
18.1 Market Overview
18.2 Market Size & Forecast
18.3 Delivery Mode
18.4 Learning Mode
18.5 Function
18.6 End-users
18.7 Key Countries
18.8 US
18.9 Canada
19 Apac
19.1 Market Overview
19.2 Market Size & Forecast
19.3 Delivery Mode
19.4 Learning Mode
19.5 Function Type
19.6 End-user
19.7 Key Countries
19.8 China
19.9 South Korea
19.10 Japan
19.11 Australia
19.12 India
19.13 Singapore
19.14 Indonesia
20 Europe
20.1 Market Overview
20.2 Market Size & Forecast
20.3 Delivery Mode
20.4 Learning Mode
20.5 Function Type
20.6 End-users
20.7 Key Countries
20.8 UK
20.9 Germany
20.10 France
20.11 Nordic
20.12 Spain
20.13 Italy
20.14 Russia
20.15 Benelux
21 Latin America
21.1 Market Overview
21.2 Market Size & Forecast
21.3 Delivery Mode
21.4 Learning Mode
21.5 Function Type
21.6 End-user
21.7 Key Countries
21.8 Brazil
21.9 Mexico
21.10 Argentina
21.11 Chile
22 Middle East & Africa
22.1 Market Overview
22.2 Market Size & Forecast
22.3 Delivery Mode
22.4 Learning Mode
22.5 Function Type
22.6 End-user
22.7 Key Countries
22.8 Gcc
22.9 South Africa
23 Competitive Landscape
23.1 Competition Overview
24 Key Company Profiles
24.1 Apollo Education Group
24.2 Blackboard
24.3 British Council
24.4 Oracle
24.5 Pearson
24.6 Aptara
24.7 Adobe
24.8 Skillsoft
24.9 Niit
25 Other Prominent Vendors
25.1 Cisco
25.2 Instructure
25.3 Gp Strategies
25.4 Thomson Reuters
25.5 Docebo
25.6 Mcgraw Hill
25.7 Desire2Learn
25.8 Edmodo
25.9 Cengage
25.10 Macmillan Education
25.11 Cornerstone
25.12 Educomp
25.13 Cogna Educacao
25.14 Telefonica
25.15 Edx
25.16 Estacio
25.17 Coursera
25.18 Sap Litmos
25.19 Open Education
25.20 Veduca
25.21 Linkedin (Microsoft)
25.22 Simplilearn
25.23 Think & Learn (Byju's)
25.24 Upgrad
25.25 Lequest
25.26 Futurelearn
25.27 L2P (Learn to Play)
25.28 Chegg
25.29 Bright Little Labs
25.30 Aula Education
25.31 Whitehat Security
25.32 Blinkist
25.33 Age of Learning
25.34 Learnetic
25.35 Elearn Australia
25.36 360Learning
25.37 Udemy
25.38 Skillshare
25.39 Udacity
25.40 Pluralsight
25.41 Alison
25.42 Babbel
25.43 Treehouse
25.44 Unacademy
25.45 Duolingo
25.46 Tracxn Technologies
25.47 Ignou
26 Report Summary
26.1 Key Takeaways
26.2 Strategic Recommendations
27 Quantitative Summary
27.1 Market by Geography
28 North America
28.1 Delivery Mode
28.2 Learning Mode
28.3 Function
28.4 End-user
28.5 US
28.6 Canada
29 Apac
29.1 Delivery Mode
29.2 Learning Mode
29.3 Function
29.4 End-user
29.5 China
29.6 South Korea
29.7 Japan
29.8 Australia
29.9 India
29.10 Singapore
29.11 Indonesia
30 Europe
30.1 by Delivery Mode
30.2 Learning Mode
30.3 Function
30.4 End-user
30.5 UK
30.6 Germany
30.7 France
30.8 Nordic
30.9 Spain
30.10 Italy
30.11 Russia
30.12 Benelux
31 Latin America
31.1 Delivery Mode
31.2 Learning Mode
31.3 Function
31.4 End-user
31.5 Brazil
31.6 Mexico
31.7 Argentina
31.8 Chile
32 Middle East and Africa
32.1 Delivery Mode
32.2 Learning Mode
32.3 Function
32.4 End-user
32.5 Gcc
32.6 South Africa
33 Appendix
33.1 Abbreviations

Companies Mentioned

  • Apollo Education Group
  • Blackboard
  • British Council
  • Oracle
  • Pearson
  • Aptara
  • Adobe
  • Skillsoft
  • NIIT
  • Cisco
  • Instructure
  • GP Strategies
  • Thomson Reuters
  • Docebo
  • McGraw Hill
  • Desire2Learn
  • Edmodo
  • Cengage
  • Macmillan Education
  • Cornerstone
  • Educomp
  • Cogna Educacao
  • Telefonica
  • edX
  • Estacio
  • Coursera
  • SAP Litmos
  • Open Education
  • Veduca
  • LinkedIn (Microsoft)
  • Simplilearn
  • Think & Learn (BYJU’S)
  • upGrad
  • LeQuest
  • FutureLearn
  • L2P (Learn 2 Play)
  • Chegg
  • Bright Little Labs
  • Aula Education
  • WhiteHat Security
  • Blinkist
  • Age of Learning
  • Learnetic
  • Elearn Australia
  • 360Learning
  • Udemy
  • Skillshare
  • Udacity
  • Pluralsight
  • Alison
  • Babbel
  • Treehouse
  • Unacademy
  • Duolingo
  • Tracxn Technologies


Our research comprises a mix of primary and secondary research. The secondary research sources that are typically referred to include, but are not limited to, company websites, annual reports, financial reports, company pipeline charts, broker reports, investor presentations and SEC filings, journals and conferences, internal proprietary databases, news articles, press releases, and webcasts specific to the companies operating in any given market.

Primary research involves email interactions with the industry participants across major geographies. The participants who typically take part in such a process include, but are not limited to, CEOs, VPs, business development managers, market intelligence managers, and national sales managers. We primarily rely on internal research work and internal databases that we have populated over the years. We cross-verify our secondary research findings with the primary respondents participating in the study.