Ambient Insight: The US Market for Mobile Learning Products and
Transcription
Ambient Insight: The US Market for Mobile Learning Products and
The Perfect Storm: The State of the 2011 Global Mobile Learning Industry Key Findings from Recent Ambient Insight Research mLearnCon 2011 June 22, 2011 Sam S. Adkins, Chief Research Officer Ambient Insight Ambient Insight 2011 Agenda Introductions Research Taxonomy and Product Definitions Key Findings from Ambient Insight Research Native Mobile Learning Types and Examples Segment Buying Behavior: Trends, Catalysts, and Inhibitors Ambient Insight 2011 Introductions Ambient Insight is an integrity-based market research firm that uses predictive analytics to identify revenue opportunities for suppliers. Ambient Insight founded in 2004 by Microsoft Training and Certification veterans International “boutique” analysis firm specializing in quantitative analysis, learning technology forecasts, M&A analysis, and competitive intelligence Ambient Insight… Does not evaluate, compare, or rank the effectiveness of learning technology products Does not endorse or promote companies or products Ambient Insight 2011 Ambient Insight’s Learning Technology Research Taxonomy Eight Buyer Segments Consumer PreK-12 Higher Education Corporations and Businesses Federal Government State and Local Government Associations, NGOs, and Non-Profits Healthcare Buy Eight Types of Pedagogically-defined Learning Products Self-paced eLearning Courseware Digital Video, Text, & Audio Reference Test Prep & Exam Products Collaborationbased Learning Social Learning Simulation & Game-based Learning Cognitive Learning From Four Types of Suppliers Packaged Content Ambient Insight 2011 Custom Content Services Software as a Service (SaaS) Tools and Installed Technology Mobile Learning Ambient Insight’s Definition of Mobile Learning Products and Services Ambient Insight defines Mobile Learning as knowledge transfer events, content, tools, and applications accessed on handheld computing devices. Mobile Learning Products Handheld decision support and performance support Content development tools Installed platforms Technology services Content services Location-based Learning Services Device-embedded Learning Packaged content Mobile Learning Products Specific to Healthcare Handheld medical emergency and clinical decision support Content development tools Installed platforms Technology services Content services Point-of-care Location-based Learning Medical Device-embedded Learning Reference, CME, and exam prep Ambient Insight identifies three native types of Mobile Learning: Handheld Decision Support, Location-based Learning Services, and Device-embedded Learning. Ambient Insight 2011 US Key Findings: “The US Market for Mobile Learning Products and Services: 2010-2015 Forecast and Analysis” Ambient Insight 2011 Ambient Insight’s 2010-2015 US Mobile Learning Market Research: Key Findings Source: “The US Market for Mobile Learning Products and Services: 2010-2015 Forecast and Analysis,” Ambient Insight, LLC Key Findings: Forecasts revised upward from previous forecasts The US market for Mobile Learning products and services reached $958.7 million in 2010 The five-year compound annual growth rate (CAGR) is 13.7% and revenues will reach $1.82 billion by 2015 Packaged content has highest growth rate - will account for the highest revenue throughout forecast period Consumer and Healthcare buyers dominate the market Corporate has the highest growth rate Native tools and platforms coming on market at rapid pace – 18 platforms and over 20 tools since 2009: http://mlearn.adlnet.mobi/#menu Ambient Insight 2011 Perpetual “Perfect Storm” Driving the Adoption of Mobile Learning Service Suppliers Large Growing Number of Buyers and Users Explosion of New Learning Content & Content Apps Suppliers Ambient Insight 2011 Growth of App Stores & Content Product Distribution s Channels Global Mobile Learning Adoption Rapid Evolution of Powerful Wireless Handheld Devices Growing Number of Native Mobile Learning Tools & Platforms Technology Suppliers Worldwide Key Findings: “The Worldwide Market for Mobile Learning Products and Services: 2010-2015 Forecast and Analysis” Global Mobile Learning Market Emerges in 2009-2010 Ambient Insight 2011 Ambient Insight’s 2010-2015 Worldwide Mobile Learning Market Research: Key Findings Source: “The Worldwide Market for Mobile Learning Products and Services: 2010-2015 Forecast and Analysis,” Ambient Insight, LLC Key Findings: Revenues reached $3.4 billion in 2010. The global market is growing at 21.9% and revenues will top $9.2 billion by 2015 The US is now the top buying country of Mobile Learning, followed by Japan, South Korea, the UK, and Taiwan The highest growth rates are in China, India, Indonesia, and Brazil By the end of the forecast period, China will be the second largest buying country after the US By far, the most significant trend is the breathtaking growth in carrier subscription-based English language learning services targeting feature phones Ambient Insight 2011 Ambient Insight’s 2010-2015 Worldwide Mobile Learning Market Research: Key Findings Source: “The Worldwide Market for Mobile Learning Products and Services: 2010-2015 Forecast and Analysis,” Ambient Insight, LLC Carrier subscription-based English language learning services are “rags to riches” stories: Brazil – Kantoo English launched in 2008. They charge users$2.75 a month. They have 3 million users and are now generating $100M a year! Expanded to Venezuela, Peru, Chile, Columbia, and now Italy Indonesia – Urban Planet Mobile and PT Telkomsel generated $1.2 million in the first six months – sell the service for $5 a month to over 200,000 users Bangladesh – BBC’s Janala service has generated over $20 million since launching in late 2009. They charge one cent a minute and have 4 million users so far Kantoo The services target feature phones Ambient Insight 2011 Ambient Insight’s 2010-2015 Worldwide Mobile Learning Market Research: Key Findings Source: “The Worldwide Market for Mobile Learning Products and Services: 2010-2015 Forecast and Analysis,” Ambient Insight, LLC Carrier subscription-based English language learning services are a “rags to riches” story: India – Nokia and Pearson generate $4.8 million a year for their Nokia Life Tools Education service and have over a million subscribers. It costs 40 cents a month China – Nokia reports in April 2011 that their Mobiledu services, “has become the company's fastest-growing service in the country.” They charge an average of 75 cents a month and have over 1.5 million “active” subscribers, generating $13.5 million a year Muuzii launched in 2009 on China Mobile and now has 3.1 million users and generates over $28 million a year. They charge an average of a 75 cents a month Muuzii The services target feature phones Ambient Insight 2011 Device-embedded Learning Sole Purpose of the Device is for Learning Ambient Insight 2011 Personal Learning Devices: Consumer and K-12 Device-embedded Learning Products Innovations for Learning- TeacherMate Fisher Price iXL – “The iPad for Preschoolers” LeapFrog - Crammer Study & Sound System - “is a quiz-based study guide system, a Spanish-English language translator, and personal music player.” June 2010 - LeapFrog„s Leapster Explorer –”for a total mobile learning experience.” It is an eReader, PMP, and gaming device designed for 4-9 year olds. Franklin Publishing - The Princeton Review Pocket Prep for the NEW SAT - “the Portable Interactive Handheld Tutor features comprehensive verbal, math, and essay preparation, full length practice tests, instant scoring and personal diagnostic reports.” Ambient Insight 2011 New Device-embedded Learning Products Hit the US Market in 2010 and 2011 New handheld learning devices for young children include: Mattel's Fisher-Price iXL Learning System, "the ultimate and coolest handheld learning system designed for kids 3-7." VTech 's InnoPad preloaded with "interactive and animated reading (E-books), learning games, creative activities, and a rich applications." Rullingnet's Vinci Tab, which "provides storybooks, music videos and games to spark curiosity in young learners." LeapFrog Leapster Explorer, "a learning tablet that ushers in the next generation of learning, digital reading, and personal creativity for children ages four and up." New Mobile Learning devices designed for PreK-12 include: Capstone Digital's myON reader that "comes with a cloud-based library of over 1200 titles, assessment, and evaluation for PreK-8." MySpark Technologies' mySpark Education Platform, "with the most useful and usable student productivity software in the market." Ectaco's jetBook K-12, "is the first ever eBook Reader oriented towards education for teachers and students worldwide.“ EduTone's ET Persona, "the most comprehensive solution for personalized mobile learning in the K-20 Education market." Brainchild's Kineo, "designed exclusively for education.“ Ambient Insight 2011 Device-embedded Learning: Personal Learning Devices Very Popular in Asia EduTutor – EduTutor Advantage in India First Win Technologies – China. Personal Learning Devices with over 28,000 learning mini-courses – half are English language learning iProf Personal Education Tablet used in physical “iStudy” zones in India PenPower Chinese Expert. China –Children learn Kanji and English with writing tablet SAFA Magic Study Touch in Korea is a talking English language learning device Ambient Insight 2011 Nintendo launched DS Classroom in 2009 with major push into Japanese schools in 2010 Handheld Decision Support Interactive applications that provide sequential performance and decision support based on user input Ambient Insight 2011 Handheld Decision Support – The Rise of Blue Collar Geeks 55%-60% of the US workforce does NOT sit at a desktop computer all day. Field workers use handheld diagnostics and performance support products that include detailed procedural maintenance, repair, and troubleshooting content. Wonderware‟s IntelaTrac – “mobile workforce and decision-support solution - Dynamic procedures triggered on asset condition” Auto Nexiq Pro-Link IQ Scanner – “handheld scan tool for commercial vehicle repair, maintenance, and information.” Honeywell‟s Mobile Station Tablet Ambient Insight 2011 “Snap-on Diagnostics' Verus handheld gives technicians the answers they need to manage the customer, the vehicle, the diagnosis, and the repair. Verus includes troubleshooter tips, test procedures, and wiring diagrams.” Handheld Decision Support – First Responder and HazMat Innovations Harris GR-100 “tracks first responders inside burning buildings.” RAE Systems HazRAE Decision Support – “decontamination procedures, working allowances, reactivity, Acute Exposure Guidelines (AEGLs), Military Exposure Guidelines (MEGs), and Levels of Concern (LOCs).” Thermo Fisher Scientific TruDefender Ambient Insight 2011 Alluviun‟s HazMaster3 Decision Support System Location-based Learning Knowledge transfer enabled by sensors responding to the actions of a user at a specific location in space and time. Ambient Insight 2011 Augmented Reality Enables “Place-based Learning” and “Time-based Learning” bigBigBang - Historic Market St. uses archival film footage from 1906 (before the earthquake and fire that same year.) Museum of London - StreetMuseum Ambient Insight 2011 “The street is filled with people milling about, children running, chaotic horse-drawn buggy traffic jams and these radical new inventions terrorizing the streets – automobiles! As you walk down Market Street, different segments of the video begin playing, unveiling the early days of the centuries-old street right before your eyes.” Mobile Edugames: Mobile Game-based Learning City Secrets by La Mosca for Paris, Barcelona and Amsterdam, priced at €1.59 “In Amsterdam, you help a retired police officer solve an old murder case. In Barcelona, the quest will lead you to the lost sketchbook of Gaudi. And in Paris, an old picture book takes you to Napoleon’s hidden treasures.” Ambient Insight tracks six types of Mobile Edugames: Knowledge-based games Skills-based games Brain trainers and cognitive fitness games Role-playing and business simulations Language learning games Location-based learning games (emerged in 2009) Ambient Insight 2011 Mobile Learning Innovation As a product type, Mobile Learning has has entered the "value creation" phase of the product lifecycle. Advanced features are now important to buyers. Ambient Insight 2011 Location-based Learning or Mobile Augmented Reality Learning? Ogmento – Put and Spell Metaio Mobile World Congress 2011 AR performance support demo Ogmento – Sketch AR Ambient Insight 2011 In a Value Creation Phase Customers Shop for Innovation Eduweb – “SpaceWalking is an augmented-reality app that brings the Solar System down to Earth. Walk across the street to visit Venus, head down the block to Jupiter, and stretch your legs to get a glimpse of Pluto. As you walk around, your iPhone displays the Sun, planets, moons and other objects, all to scale.” “MEanderthal” is a free Smithsonian National Museum of Natural History app. “Users use a portrait of themselves and morph it into how they might appear as one of humankind‟s early relatives.” Ambient Insight 2011 SpeakingPal is a unique mobile learning system that brings speech recognition capabilities to the mobile phone, creating a new learning experience. Using speech recognition technology, SpeakingPal is able to provide instant feedback on the student‟s speaking performance. Advanced Features Attract Customers in a Value Creation Phase GeoCom’s Phrazer - Phrazer can determine a patient's native language in mere seconds (a major breakthrough). Onscreen physicians are from the same culture and language of the user and utilize techniques that gain the confidence, focus and trust of the user. The administrator of the device (medical specialist) is cued to information of interest and nothing more, freeing them to continue work with others while simultaneously staying engaged with the Phrazer user. Honduras 2011 Ambient Insight 2011 Innovation Accelerates in a Value Creation Phase Librestream's Onsite, a combination of a handheld device and video-conferencing software, “with the ability to leverage subject matter experts and speed decision making through live video collaboration from the field. Field workers can stream high-resolution video, speak and draw onscreen with remote experts for immediate decision making." Ambient Insight 2011 Segment Buying Behavior Overview: Consumer and Healthcare Buyers Dominate the Market Non-profits Embrace Mobile Learning Ambient Insight 2011 Consumer Overview Ambient Insight 2011 “The 2010 Content Trench” – Percent of Total Paid Mobile Learning Applications in Content Catalogs by Target Demographic What’s on the Store Shelves? Consumer-facing Paid Mobile Learning Content Across All Major Application Stores, Platforms, and Devices 45% 40% 35% 32% 30% 25% 22% 19% 20% 15% 10% 5% 0% Ambient Insight 2011 5% 2% 5% 9% 6% “Hobby” Apps in High Demand in International Markets TundraTV from TundraApps Sky Safari by Southern Stars Ambient Insight 2011 “Gardening How-To” by North American Media Group – Languages: English, Norwegian, Czech, Danish, Dutch, Finnish, French, German, Hungarian, Italian, Japanese, Korean, Polish, Portuguese, Russian, Spanish, Swedish, Turkish, and Ukrainian Mobile Academic Test Prep Actus - TOEFL The Princeton Review SAT Exam Prep Upward Mobility - Biology SAT II - “Advanced Placement (AP), A-Levels, PRAXIS II, GED, CLEP, MCAT and ASVAB exams.” Attomedia - TOEFL Kaplan - TOEFL Exam Prep Ambient Insight 2011 Wallsberg - ACT Exam Prep Post-graduate Mobile Academic Test Prep Kaplan - Medical College Admission Test (MCAT) Exam Prep BarMax LLC – BarMax CA BenchPrep - Law School Admission Test (LSAT) Exam Prep Ambient Insight 2011 BenchPrep (formerly Watermelon Express) - Graduate Management Admission Test (GMAT) Exam Prep Consumer Test Prep: Driver Tests MagicMundo - Official Driver Theory Test (Ireland) DMVPrep.com DMV Test Prep DreamCatcher Games‟ Drivers Ed Portable has content for all 50 US states, 13 Canadian provinces and territories, as well as Spain, Italy, France, Germany and the UK Ambient Insight 2011 UK Driving Standards Agency Motorcycle Theory Test Certification and Licensure Exam Prep Tech 2000 - CCVP Certification Cisco Certified Voice Professional McSnyder Software American Radio Relay League - Amateur Radio License Exams Ambient Insight 2011 Tekk Innovations FAA Aviation Maintenance Technician General Knowledge Exam Prep Allen Resources - CFA Exam Level III 2010 2,100+ CFA Exam Questions ITIL V3 Foundation Certified Project Manager Upward Mobility CompTIA+ Certification Exam Prep PMCHAMPION - PMP Exam Mobile Brain Trainers Are Top Selling Mobile EduGames in Japan, the US, and the UK Nintendo sold 8.5 million DS devices in the US in 2010 Brain Age and Brain Age 2 have sold over 37 million copies worldwide since their launch in 2006 - 9.3 million sold in the US Number one best selling game in Europe in 2007 and 2008 was Brain Age In Japan, Brain Age 2 was the best-selling game in its debut month December 2009, Amazon placed Brain Age as the top selling game of the decade The Professor Layton series of brain trainers have sold 10.1 million copies worldwide - 1.7 million sold in the US Until August 2010, the top selling video game in the UK across all platforms (including consoles) was Brain Age Ambient Insight 2011 Healthcare Overview Ambient Insight 2011 Healthcare Licensure Exam Prep Scorebuilders - National Physical Therapist Assistant Exam Prep Modality, McGraw-Hill Professional – United States Medical Licensing Examination (USMLE) Exam Prep Ambient Insight 2011 Modality, Kaplan NCLEX-RN Exam Prep Stafford - DAT Dental Exam Prep Mobile Continuing Medical Education (CME) Suppliers Epocrates, Skyscape, First Consult, PEPID, Medical Wizards Corporation, ReachMD, Pri-med, GenerationOne, Modality, Unbound Medicine, Wolters Lexi-Comp, MerckMedicus, and PatientKeeper Skyscape Epocrates ReachMD Lexi-Comp Ambient Insight 2011 Pri-med 2010-2015 US Learning Methods in Healthcare Continuing Medical Education (CME) Meetings and Events Physical CME Meetings Mobile CME Web-based CME Other CME Methods 60 50 40 % Percent 30 20 10 0 2010 Ambient Insight 2011 2015 Physical CME declining by five year CAGR of -19.7% Web-based CME growing by 9.4% Mobile CME growing by 28.8% In a Value Creation Phase Healthcare Buyers Shop for Innovation BrainTutor3D by Brain Innovation 3D Brain by Genes to Cognition (G2C) Atlas of the Brain by Sylvius MR Essential Clinical Anatomy modified by Inkling Ambient Insight 2011 In a Value Creation Phase Healthcare Buyers Shop for Innovation Pocket Anatomy Pocket Heart (3D) Fugifilm Synapse Mobility Ambient Insight 2011 ORCA MD Shoulder Decide In a Value Creation Phase Healthcare Buyers Shop for Innovation Philips Healthcare XperGuide Simbionix surgical simulation training app Ambient Insight 2011 Non-Profits and NGOs Overview Ambient Insight 2011 International Museums and Tourist Attractions Embrace Mobile Learning Enthusiastically Berlin U-Bahn Museum British Museum Guide & Audio By Way2GoGuides American Museum of Natural History Japan‟s Nation Western Fine Arts Museum Ambient Insight 2011 Montreal Museums By Nurun Location-based Learning or Mobile Augmented Reality Learning? The Asian Civilizations Museum in Singapore – Terracotta Warriors TravelBrains Gettysburg AR Tour The Museum of Modern Art AR Exhibitions Ambient Insight 2011 Q&A Email: [email protected] Ambient Insight 2011 Ambient Insight Research Sources www.ambientinsight.com – Ambient Insight’s Free Resource Library at: – http://www.ambientinsight.com/News/PublishedContent.aspx – The US Market for Mobile Learning Products and Services: 2010-2015 Forecast and Analysis – The US Market for Location-based Learning Products and Services: 2010-2015 Forecast and Analysis – The Worldwide Market for Mobile Learning Products and Services: 2010-2015 Forecast and Analysis – Ambient Insight’s 2011 Learning Technology Research Taxonomy Ambient Insight 2011