EdTech Update Q3 2024

AR/VR in Education: Demand for Engaging Learning Experiences Drives New Technologies Into the Classroom

The AR/VR in education market is projected to grow from $2.5 billion in 2024 to nearly $25 billion by 2030, a 46% compound rate. Adoption in workplace training still sits at or below 2%, and that gap between promise and practice is what the sector is being built to close.

EdTech 7 Min Read 15-Page Report
Brief Summary AR/VR in Education: Demand for Engaging Learning Experiences Drives New Technologies Into the Classroom, Q3 2024
Navagant EdTech Practice
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The integration of augmented and virtual reality into educational environments signals a significant advance in learning technologies. AR/VR in education began over two decades ago with goals as narrow as three-dimensional anatomy models. The mid-2010s marked the turning point, as more affordable and user-friendly VR headsets and AR applications led to broader acceptance in learning settings. Those applications laid the framework for the technologies used today across every level, from K-12 through corporate training.

The market is projected to grow from $2.5 billion in 2024 to roughly $25 billion by 2030, a 46% compound rate that is among the steepest in education technology. The interesting part, from a deal perspective, is how far actual adoption still lags that forecast. AR/VR usage in U.S. workplace training sits at or below 2% across companies of every size, even though 65% of employees say simulations are the most engaging training format they encounter. The sector is being built to close that gap, and the acquirers moving fastest are the ones who already sell training into defense, healthcare, and engineering.

Key Sector Takeaways

How Immersive Learning, STEM Investment, and Defense and Healthcare Training Budgets Are Driving AR/VR in Education M&A

01

The market is expanding rapidly off a small base. The AR/VR in education sector is rapidly expanding, with the market projected to grow from $2.5 billion in 2024 to roughly $24 billion in 2030 on continuous technological innovation and increasing adoption. That trajectory implies a 46% compound annual growth rate, among the steepest in education technology.

02

The educational use case is proven across levels. Educational experiences are being transformed through AR/VR technologies, making learning more interactive and engaging by enabling immersive simulations and hands-on experiences across different educational levels, from K-12 students exploring the human body to medical students running virtual surgeries.

03

AR/VR leads forecast EdTech spend. Expected AR/VR funding in EdTech is set to lead with $12.6 billion in 2025, up from $1.8 billion in 2018. The shift reflects demand for personalized and accessible learning solutions driven by advances like AI and mobile technology, which aim to create equitable opportunities regardless of location or socioeconomic status.

04

Deal volume has normalized off the 2021 peak. The 2024 year-to-date M&A market has recorded 13 transactions with a median deal size of $75.7 million for strategic buyers, a decrease from 2021 but continued interest given technological advancements and favorable macroeconomic conditions. Published deal sizes for financial sponsors are few, but on average larger.

$24.7B
Projected AR/VR in education market size by 2030, from $2.5 billion in 2024
46%
Implied compound annual growth rate, 2024 to 2030
$12.6B
Forecast AR/VR spend in EdTech in 2025, up from $1.8 billion in 2018
$75.7M
Median 2024 YTD deal size for strategic buyers across 13 transactions
Exhibit 1
The Market Is Forecast to Grow Nearly Tenfold by 2030, With AR/VR Leading All Advanced EdTech Categories on Spend
AR/VR in Education Market Size Global market size ($B) 46% CAGR $1.7 2022 $2.0 2023 $2.5 2024 $3.7 2025 $5.8 2026 $9.8 2027 $16.4 2028 $22.6 2029 $24.7 2030 Source: Statista.
Forecasted Advanced EdTech Spend Augmented and virtual reality ($B) $1.8B 2018 $12.6B 2025 Source: Statista; HolonIQ.
Growth is concentrated in the back half of the forecast period, with the market roughly quadrupling between 2026 and 2029 before flattening in 2030.

Industry at a Glance

One key factor driving growth is that students and educators across all learning levels are increasingly seeking educational solutions that let users interact with their learning, making it more enjoyable and engaging. VR headsets and AR devices are also becoming more accessible and affordable, which is making immersive education more widespread. And the applications keep diversifying across growing fields, STEM education among them.

Several factors still restrain the market. Initial investment is high for institutions with limited budgets. Schools without dedicated IT staff and trained teachers face real technical challenges. And content libraries remain limited relative to the breadth of what a curriculum needs. Those constraints are worth reading as the practical reason adoption trails the forecast, and they also explain why the most active acquirers are buying content and courseware rather than hardware.

Growth in AR/VR Funding

Forecasted expenditure on advanced EdTech shows AR/VR leading at $12.6 billion in 2025, up from $1.8 billion in 2018. The integration of technology into education has emphasized personalization and accessibility, with personalized learning environments, AI-driven adaptive systems, and increased mobile accessibility the key drivers. Those innovations aim to create equitable opportunities by offering customized learning experiences irrespective of location or socioeconomic status.

Demand for Engaging and Diverse Learning Experiences

In the workplace, AR/VR offer innovative methods to make education more interactive. A recent survey of training formats revealed that 65% of employees found simulations to be the most engaging. Despite that, AR/VR are still not well integrated into workplace training. A survey of training methods by delivery shows that while AR/VR are used, overall adoption remains low among companies of all sizes. That is the whitespace: significant growth potential for companies that can serve this type of learning experience across workplace training sectors.

In K-12 settings, AR/VR can bring subjects to life, enabling students to explore ancient civilizations, dive into the human body, or witness scientific phenomena firsthand, making abstract concepts tangible. In higher education, the technologies allow advanced simulations: virtual surgeries for medical students, interactive laboratory experiments for science courses, and virtual field trips to remote or hazardous locations. Increased investment in AR/VR should further improve both accessibility and the quality of these tools.

Exhibit 2
Workplace Adoption Remains Below 2% at Companies of Every Size, Despite Simulations Ranking as the Most Engaging Training Format
AR/VR Usage in US Training, 2023 Share of companies using each technology, by company size Large companies Midsize companies Small companies 0.1% 0.2% 0.3% Augmented reality 2% 1% 1% Virtual reality Source: Statista.
65% of surveyed employees found simulations to be the most engaging training format. The gap between that preference and current adoption is the sector’s addressable opportunity.

Increased Emphasis on STEM Education and Careers

Increased emphasis on STEM education drives advances in AR/VR. These tools can be used at every level: K-12 students can visualize geometry concepts with AR, university students can run science labs in VR, and Emergency Medical Services can use VR in both training and practice. The growth is tied to the push for more effective learning experiences.

Building on that momentum, in 2022 the U.S. Department of Education announced the Raise the Bar: STEM Excellence for All Students initiative, aimed at expanding access to high-quality STEM learning experiences and resources, particularly for underrepresented and underserved communities. With the support of $120 billion dedicated to K-12 education in the American Rescue Plan and other federal education funds, the department identified three goals: ensure all students from PreK to higher education excel in rigorous, relevant, and joyful STEM learning; develop and support STEM educators to join, grow, and stay in the field; and invest in STEM education strategically and sufficiently using ARP and other federal, state, and local funds.

Alongside the federal push, interest is rising in STEM-focused careers that already use AR/VR or have clear potential to. According to the Bureau of Labor Statistics, STEM professions are expected to grow 10% by 2032, compared with 2% for all other professions. Healthcare is the clearest near-term proof point: roughly half of U.S. health practices reported using VR in 2023. As interest in STEM careers grows, demand for AR/VR tools should rise with it, which makes preparing students at every level on these technologies a practical requirement rather than an enrichment exercise.

Exhibit 3
STEM Employment Is Projected to Grow Five Times Faster Than All Other Professions, and Healthcare Is Already Adopting VR at Scale
Employment Growth in STEM Professions Thousands of jobs 10% growth 10,365 2022 11,487 2032 Source: Bureau of Labor Statistics.
VR Utilization in US Health Practices 2023 52% Use VR 52% 41% 7% Yes No Unsure Source: Statista.
STEM professions are projected to grow 10% by 2032 against 2% for all other professions.

AR/VR in Education M&A Overview

In 2024 year to date, the AR/VR in education M&A market has seen 13 transactions with a median deal size of $75.7 million for strategic buyers. There are only a few published deal sizes for financial sponsors, but they are on average larger. The decrease in deal volume compared to the 2021 peak can be attributed to the earlier surge in EdTech funding and pandemic-driven growth rather than to any deterioration in the underlying use case.

The sector remains promising, strengthened by ongoing advances in AR/VR technologies and supportive macroeconomic conditions that should drive EdTech funding back up. Strategic acquirers and private equity-backed add-ons are actively seeking opportunities, reflecting sustained interest in integrating immersive technologies into educational environments. The buyer mix is worth noting: strategics have accounted for roughly three-quarters or more of activity in every year since 2019, which tells you this is a capability purchase being made by companies that already sell training, not a category being assembled from scratch by sponsors.

Exhibit 4
Volume Peaked at 43 Transactions in 2021 and Has Normalized Since, With Strategic Buyers Dominating Every Year
AR/VR Deal Activity Transactions by buyer type Strategic PE 22 6 28 2019 23 8 31 2020 38 5 43 2021 31 8 39 2022 17 3 20 2023 10 3 13 2024 Source: Statista. 2024 figures are year to date.
2024 figures cover transactions year to date and are not directly comparable to the full years shown alongside them.
Exhibit 5
Market Map by Education Segment
K-12 & Higher Education
ClassVR
Curiscope
Discovery Education
Labster
MEL Science
Nearpod
Pearson
VictoryXR
zSpace
Corporate Training
CAE
Engage
EON Reality
FlightSafety International
Honeywell
Raytheon Technologies
Siemens
Strivr
Thales
Healthcare Education & Training
Cerner
Elevate Healthcare
GE HealthCare
Medtronic
Novartis
Osso VR
Philips Healthcare
Siemens Healthineers
Vicarious Surgical
Engineering & Software
Dassault Systèmes
Unity
Bosch
Lockheed Martin
Autodesk
Trimble
Hexagon
Rockwell Automation
Jacobs
Corporate training, healthcare, and engineering account for most of the commercial activity in immersive learning, which is where the defense and industrial acquirers in the transaction list are concentrated.

Notable Transactions YTD

June 2024: Street Smarts VR acquired ChimeraXR, a manufacturer of extended reality simulations serving defense and police departments, for an undisclosed amount. The acquisition strengthens Street Smarts VR’s position as a frontrunner in tactical simulations and enhances its ability to serve the Canadian Department of National Defense, the Royal Canadian Mounted Police, and police services across Canada. It introduces advanced AR and mixed reality technologies, enabling immersive training in existing environments and high-intensity XR content such as active shooter scenarios and Vehicle CQB training.

May 2024: Calian Group acquired Mabway, a provider of AR/VR simulation and training services for the defense, maritime, and railway sectors, for CAD 41 million. Mabway specializes in large-scale defense role-playing simulations and technical engineering education for naval and maritime communities, and has been a supplier to the British Army since 2012. The acquisition enhances Calian’s military training capabilities, broadens its technological offerings, and expands its presence in the U.K. and Europe.

January 2024: Mastermind Cognitive Training, a provider of comprehensive cognitive performance training, was acquired by Crane Street Capital through an LBO for an undisclosed amount. Mastermind began by enhancing athlete performance through cognitive training, then broadened its scope to education, the aging population, business, military, and first responders. Its VR and tablet-based platforms offer self-guided, gamified, and adaptive cognitive training across those applications.

Select Transactions

The table below covers AR/VR and simulation training transactions from March 2023 through July 2024. The concentration is telling: healthcare simulation and defense training account for most of the list, and the buyers are industrial and medical strategics such as GE HealthCare, Autodesk, Madison Industries, and Cornerstone OnDemand rather than education specialists. Classroom-facing AR/VR assets remain the smaller share of realized deal flow.

Date Target Acquirer Target Business Description Valuation ($mm) Val./Rev. EBITDA
18-Jul-2024Intelligent UltrasoundGE HealthCareDeveloper of image analysis software designed to deliver a step change in the diagnostic value of medical ultrasound.$51.7––
13-Jun-2024ChimeraXRStreet Smarts VRManufacturer of extended reality simulations serving defense and police departments.–––
12-Jun-2024Pro-ficiencySimulations PlusDeveloper of tech-enabled training and compliance tools intended for clinical trial investigators and site staff.$100.06.7x–
01-May-2024MabwayCalian GroupProvider of manpower, simulation, and training services intended to serve customers across the defense, maritime and railway sectors.$30.0––
10-Apr-2024GoRescue BrandsSafe LifeProvider of medical simulation training for organizations.–––
19-Mar-2024Talespin Reality LabsCornerstone OnDemandDeveloper of a virtual learning platform intended to serve healthcare, manufacturers, customer service representatives, and individual clients.–––
18-Mar-2024JHTPrecise SystemsOffers virtual complex situational awareness training for the U.S. Department of Defense.–––
16-Feb-2024Elevate HealthMadison IndustriesDeveloper of simulation-based education technologies intended for healthcare, aviation, defense and security sectors.$230.81.5x–
15-Feb-2024MedVR EducationNational Board of Medical ExaminersManufacturer of virtual reality products intended to serve the healthcare industry.–––
30-Nov-2023DrazCannaEV ElectraProvides virtual learning solutions to students and teachers worldwide.$981.4––
15-Nov-2023Paladin AITXT e-SolutionsDeveloper of a training platform designed to deliver data-driven pilot training.–––
11-Nov-2023Hazard3SafewareProvider of emergency response training services.–––
23-Oct-2023FlexSim Software ProductsAutodeskProvider of simulation software solutions for manufacturing, production, and assembly.–––
31-Aug-2023Advanced IT ConceptsFVLCRUMProvider of systems integrator and compliance services intended for the federal government and the Department of Defense.–––
02-Aug-2023Lifecast Body Simulation3B ScientificDeveloper of next-generation synthetic human and animal models based in Borehamwood, England.–––
24-Mar-2023TacMed SolutionsCNL Strategic Capital, Levine Leichtman Capital PartnersManufacturer of medical supplies and equipment designed for use in combat and tactical situations, specifically for pre-hospital care.$104.0––
15-Mar-2023JidoRobloxDeveloper of augmented reality applications designed to facilitate digital content.–––
Source: PitchBook. Mabway shown at its US dollar equivalent of CAD 41 million.

Public Company Data

The comparable set here looks nothing like a typical education index, and that is the point. Immersive learning gets built and bought by simulation software firms and defense primes, so the comps run from ANSYS, Autodesk, Bentley, and Dassault at the high end on EBITDA multiples to Lockheed, Northrop, L3Harris, and Textron in the low teens on far larger revenue bases. CAE, the closest pure-play in training and simulation, traded at 66.3% of its 52-week high and 10.7x EBITDA, the lowest relative valuation in the group. For a seller in immersive training, the read is that the buyer pool is industrial and defense rather than education, and it prices accordingly.

$USD in millions

Market Capitalization ($) LTM EV / LTM (x)
Company Price % of 52-Wk High Market Cap Enterprise Value Revenue EBITDA EBITDA Margin % 1-Yr Rev. Growth Revenue EBITDA
ANSYS$296.5481.4%26,42827,2832,32598542%7%NM27.7x
Autodesk$225.6680.7%50,35852,9135,6452,02536%11%9.4x26.1x
Bentley Systems$44.8278.4%14,32215,8711,25243935%10%NM36.2x
CAE$16.6266.3%5,2727,2633,17468121%7%2.3x10.7x
Dassault Systèmes$36.0068.0%47,40150,2066,5602,03231%4%7.7x24.7x
Garmin$161.6389.9%31,67131,7625,6481,55327%15%5.6x20.5x
Graham Holdings$700.6185.2%3,1024,2244,61661813%10%0.9x6.8x
L3Harris Technologies$227.1092.5%43,39754,55720,7654,02919%15%2.6x13.5x
Lockheed Martin$545.3896.9%130,382147,84771,06910,64215%5%2.1x13.9x
NIIT$1.3974.5%18618739923%4%4.8x21.1x
Northrop Grumman$492.6397.2%72,01687,69440,7644,63511%8%2.2x18.9x
Science Applications International$119.8482.6%6,2428,4117,2636459%(6%)1.2x13.0x
Stride$71.2193.2%3,1243,6131,98936718%10%1.8x9.8x
Textron$84.8887.2%16,10419,62113,8971,70712%6%1.4x11.5x
Trimble$49.8476.0%12,54015,1963,7991,01027%3%4.0x15.0x

Source: PitchBook.

Stock prices as of 08/05/24.

EV = enterprise value.

LTM = last twelve months. NM = not meaningful.

EV/RevEV/EBITDA
Mean3.4x17.7x
Median2.3x14.5x
Harmonic Mean2.1x14.7x
Exhibit 6
The Active Buyer Universe Runs From Education and Training Strategics to Industrial, Professional Services, and Medical Device Acquirers

Navagant has followed buyers that have been highly acquisitive in the space as well as those that have completed notable AR/VR transactions. Our industry expertise and network provide unique insight into this buyer universe, including the companies’ industry and growth perspectives.

Leading Strategic Buyers
Adtalem Global Education
Ascend Learning
Autodesk
CAE
Colibri
Cornerstone
Discovery Education
Epic
FlightSafety International
Health & Safety Institute
HealthStream
K12
Kaplan
Korn Ferry
KPMG
Labster
Learning Technologies Group
McGraw Hill
Medscape
Pearson
PwC
Skillsoft
Stryker
Udemy
UWorld
Leading Financial Buyers
424 Capital
Alpine Investors
Avathon Capital
Brentwood Associates
Clearhaven Partners
ECI Partners
Falfurrias Management Partners
Graham Partners
Levine Leichtman Capital Partners
LLR Partners
Maxim Partners
Quad Partners
Renovus Capital
Serent Capital
Vistria Group
Report Contributors

Meet the Team Behind This Report

Jacob Voorhees
Managing Director
jacob@navagant.com  ·  617-216-1543

With over two decades of experience, Jacob is the Managing Director of Navagant, having been a key contributor since its inception. Leading as Managing Director and Co-Founder, he has played a vital role in establishing Navagant’s strong brand presence, building relationships with clients and servicing them with integrity. Demonstrating a remarkable talent for deal-making and unwavering dedication to his clients, Jacob has earned recognition as a leader in various industries, most prominently the Education and Training industry. He began his career at Rabobank International and later focused on software and direct marketing industries with Andersen Corporate Finance LLC. Then, in 2003 he founded Capstone Partners and led their Education and Training Practice, until 2023 when he co-founded Navagant. As a highly accomplished leader, Jacob serves as an inspiring mentor and role model to the firm’s up-and-coming professionals, further solidifying his significant contributions to the investment banking industry.

Shawn Keenan
Managing Director
shawn@navagant.com  ·  312-550-5304

Shawn is a Founding Member and Managing Director of Navagant and brings over 19 years of experience to the firm. Shawn has led execution efforts on 70+ transactions resulting in over $3.5 billion of proceeds for clients. He assists owners of middle-market companies in achieving their strategic growth objectives, exit strategies, and liquidity goals. Formerly, he served as a Managing Director of Capstone Partners in the Education and Training practice. His investment banking career began with Raymond James, where he focused on deal execution and client development for both public and private companies. Shawn’s previous experience includes serving as an officer in the US Navy where he served as a destroyer navigator and communications officer, student naval aviator, and fleet Tomahawk cruise missile officer.

Caleb Axelson
Vice President
caleb@navagant.com  ·  774-994-3248

Caleb is a Vice President at Navagant. Previously, Caleb was an Associate at Capstone Partners’ Education and Training practice. Prior to Capstone, he was an Analyst at Carr, Riggs, and Ingram Capital Advisors, the investment banking subsidiary of a Top-20 regional accounting firm. He holds a BBA in Financial Management from Charleston Southern University.

Endnotes & Sources

  1. Statista. Metaverse Education, Worldwide. Accessed July 31, 2024. https://www.statista.com/outlook/amo/metaverse/metaverse-education/worldwide
  2. HolonIQ. Forecasted Expenditure on Advanced Technology Worldwide From 2018 to 2025. February 28, 2019, via Statista. https://www.statista.com/statistics/1085930/edtech-expenditure-forecast/
  3. PitchBook Data. M&A Deals of Companies in the AR/VR in Education Space. 2024.
  4. Training Magazine. Training Delivery Methods in the Training Industry in the United States in 2023, by Company Size. November 14, 2023, via Statista. https://www.statista.com/statistics/796000/training-delivery-methods-in-the-training-industry-by-company-size-us/
  5. TalentLMS. Training Formats That Employees Found Engaging in the United States in 2023. December 2023, via Statista. https://www.statista.com/statistics/1441370/employee-training-engagement-training-formats-us/
  6. U.S. Department of Education. U.S. Department of Education Launches New Initiative to Enhance STEM Education for All Students. Press release, December 7, 2022. https://www.ed.gov/news/press-releases/us-department-education-launches-new-initiative-enhance-stem-education-all-students
  7. U.S. Bureau of Labor Statistics. Employment in STEM Occupations. Last modified April 17, 2024. https://www.bls.gov/emp/tables/stem-employment.htm
  8. Street Smarts VR. Street Smarts VR Acquires ChimeraXR to Enhance Immersive Training Solutions. July 15, 2024. https://www.streetsmartsvr.com/blog/ssvr-acquires-chimeraxr
  9. PitchBook Data. Mastermind Sports. 2024.
  10. Calian. Calian Completes Acquisition of Mabway, Expanding Military Training and Simulation Solutions Globally. May 10, 2024. https://www.calian.com/resources/news-media/calian-completes-acquisition-of-mabway-expanding-military-training-and-simulation-solutions-globally/
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