The global augmented and virtual reality in education market is on the cusp of a revolution, with a forecasted value of $14.2 billion by 2028. This growth is attributed to the increasing recognition of the benefits of immersive learning experiences in enhancing student engagement, understanding, and retention. Augmented reality (AR) and virtual reality (VR) technologies are being adopted by educational institutions worldwide to create interactive and personalized learning environments. The use of AR and VR in education is not limited to traditional classroom settings, as online and distance learning platforms are also integrating these technologies to provide students with flexible and accessible learning options. The market is expected to witness significant growth in the coming years, driven by the increasing demand for innovative and effective learning solutions. The adoption of AR and VR in education is also driven by the need to improve student outcomes, increase student motivation, and enhance the overall learning experience. Educational institutions are investing heavily in AR and VR infrastructure, including headsets, software, and content development, to support the integration of these technologies into their curricula. The global AR and VR in education market is highly competitive, with key players such as Google, Microsoft, and Facebook investing heavily in the development of educational content and platforms. The market is also witnessing the emergence of new players, including startups and small and medium-sized enterprises (SMEs), which are developing innovative AR and VR solutions for educational institutions. The use of AR and VR in education is not limited to any particular subject or discipline, as these technologies can be applied to a wide range of fields, including science, technology, engineering, and mathematics (STEM), language learning, and social sciences. The benefits of AR and VR in education are numerous, including improved student engagement, increased motivation, and enhanced learning outcomes. AR and VR technologies also provide students with the opportunity to explore complex concepts and ideas in a safe and controlled environment, which can be particularly beneficial for students who may not have access to hands-on learning experiences. The global AR and VR in education market is expected to witness significant growth in the coming years, driven by the increasing adoption of these technologies in schools and universities. The market is also expected to be driven by the growing demand for online and distance learning solutions, as well as the increasing recognition of the benefits of immersive learning experiences. The use of AR and VR in education is also expected to be driven by the need to improve student outcomes, increase student motivation, and enhance the overall learning experience. Educational institutions are expected to invest heavily in AR and VR infrastructure, including headsets, software, and content development, to support the integration of these technologies into their curricula. The global AR and VR in education market is highly competitive, with key players such as Google, Microsoft, and Facebook investing heavily in the development of educational content and platforms. The market is also expected to witness the emergence of new players, including startups and SMEs, which are developing innovative AR and VR solutions for educational institutions. The use of AR and VR in education is expected to become increasingly widespread in the coming years, as educational institutions recognize the benefits of immersive learning experiences and invest in the infrastructure and content needed to support these technologies. The global AR and VR in education market is expected to reach $14.2 billion by 2028, driven by the increasing adoption of these technologies in schools and universities, as well as the growing demand for online and distance learning solutions. The market is expected to witness significant growth in the coming years, driven by the increasing recognition of the benefits of immersive learning experiences and the need to improve student outcomes. The use of AR and VR in education is expected to have a significant impact on the way students learn, as these technologies provide interactive and personalized learning experiences that can enhance student engagement, understanding, and retention. The global AR and VR in education market is highly competitive, with key players such as Google, Microsoft, and Facebook investing heavily in the development of educational content and platforms. The market is also expected to witness the emergence of new players, including startups and SMEs, which are developing innovative AR and VR solutions for educational institutions.