As technology advances, certain “narrowly defined” terminology aspects, initially highlighted by name, have been blended into the general field of educational technology. Initially narrowly defined in the semantic sense, “virtual learning” meant entering the environmental simulation in a virtual world, for example, treating posttraumatic stress disorder (PTSD). Indeed, a “virtual curriculum” means a curriculum where all or at least an important part is delivered by the Internet. “Virtual” is used extensively to illustrate courses that do not teach directly in the classroom, but people learn to go to the physical classroom through alternative modes that can conceptually be “virtually” associated with classroom instruction. Virtual training, therefore, represents a kind of distance learning that delivers course content in a variety of ways, such as course management applications, multimedia resources, and video conferencing. Virtual and mock learning opportunities, such as games or dissections, provide students with the opportunity to link classroom content to real-life situations.

The learning content is around the learner who is pervasive in the object and is not aware of the learning process. Smart learning is the combination of ubiquitous access to digital resources and learning opportunities at various places and at various times, with adaptive learning using individual interfaces and resources and personally differentiated education. Smart learning is a component of smart city concepts.

Top Key Players: Apple, Cisco Systems, Dell, Discovery Communication, Fujitsu Limited, HP, Blackboard, IBM, Jenzabar, Lenovo, Microsoft, Panasonic, Promethean, SABA, Smart Technologies, Toshiba, and Dynavox Mayer-Johnson

The Global Ed Tech and Smart Classroom markets are subdivided into technologies such as educational games, educational analytics, educational ERP, educational security, and educational dashboards. Areas covered in this report are North America (NA), Europe, Asia Pacific (APAC), Middle East and Africa (MEA) and Latin America (LA).

By Hardware:

Interactive Displays


Interactive whiteboards

Interactive tables


Audio Systems


By Systems:

Assessment Systems

Learning Content Development Systems (LCDS)

Classroom Management Systems

Student Response Systems (SRS)

Learning Management Systems (LMS)

Collaboration Systems

Learning Content Management Systems (LCMS)

Document Management Systems

Content Creation Systems

By Technologies:

Educational Enterprise Resource Planning (ERP)

Educational Analytics

Educational Dashboard

Educational Gaming

Educational Security

By Verticals:



Higher Education

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