Philippines E-Learning Market Growth, Revenue, Scope, Competition and Future Share 2032

Philippines E-Learning Market Size- By Content, By Content Format, By Technology, By Source of Learning, By End Users- Regional Outlook, Competitive Strategies and Segment Forecast to 2032

Philippines E-Learning Market Size- By Content, By Content Format, By Technology, By Source of Learning, By End Users- Regional Outlook, Competitive Strategies and Segment Forecast to 2032

Published: Feb 2023 Report ID: EDUI2303 Pages: 1 - 108 Formats*:     
Category : Education Industry
Philippines E-Learning Market Overview

According to SPER Market Research, the Philippines E-Learning Market is estimated to reach USD xx billion by 2032 with a CAGR of xx%.

The e-learning industry in the Philippines is still in its infancy. In terms of revenue, the Philippines' e-learning market has grown at a positive, double-digit CAGR. The industry is progressively expanding as a result of government efforts, increased internet usage in the nation, more high schools choosing to provide e-learning courses, and students embracing novel teaching methods including videos, animations, gamification, and open courseware. Due to the abundance of competitors in the market, consumers are very price-sensitive. Access in the Philippines Due to a shortage of qualified instructors and resistance to changing from conventional teaching techniques, the market for e-learning is small. Higher education institutions and multinational corporations both employ e-learning services in the nation, although schools account for the majority of demand for these services. While most MNCs, mostly BPOs, utilise learning management services (LMS) to educate their staff, students who choose to use e-learning services primarily use open courseware and multimedia material. The country has seen an increase in the demand for multimedia material, mostly because more people are using digital platforms, which has made it easier to study through multimedia platforms. 
Philippines E-Learning Market
Impact of COVID-19 on the Philippines E-Learning Market
During the epidemic, many felt the need to upgrade their skills, which boosted this industry. When the epidemic struck, many people lost their jobs. This gave individuals the opportunity to upskill by enrolling in courses that would enable them to work remotely in emergencies like the pandemic. People began enrolling in several courses that would prepare them for working anywhere in the world. The country's online education market was boosted by this. Strong government support for online education under COVID-19, together with ongoing innovation by vendors to set their offerings apart from those of rival companies, have helped the industry grow. Future demand for LMS services in the Philippines is likely to be driven by rising demand from universities and corporate clients as businesses adopt smarter methods to educate and train their employees in addition to traditional education and training delivered in a physical classroom by teachers and trainers. End consumers choose interactive material because it helps them comprehend things more thoroughly.

Philippines E-Learning Market


Scope of the Report:
 Report Metric Details
 Market size available for years 2019-2032
 Base year considered 2021
 Forecast period 2022-2032
 Segments coveredBy Content, By Content Format, By Technology, By Source of Learning, By End Users
 Regions coveredLuzon, Mindanao, Visayas, Other Parts of Philippines
 Companies CoveredAmazoNationPH, Bizmates Philippines, Inc, Blackboard, Canvas, Cypher Learning, DIWA, Eskwelabs, Learntalk, MOODLE, MoveUp.app, Quipper, RareJob Philippines, Inc. , SPI Global, Suyomano, TechFactors Inc., Topica Edtech Group, Yapster
Philippines E-Learning Market Segmentation: 
1. By Content: 
  • Multimedia
  • Online Tests
  • Open Courseware
  • Others
2. By Content Format:
  •  Audio
  • Text
  • Video
3. By Technology: 
  • Learning Management System
  • Smart Authoring Tools
  • Smart Classes
4. By Source of Learning: 
  • E-Books
  • Gamification
  • M-learning
  • MOOC’s
5. By End Users: 
  • Corporates
  • Schools
  • Universities
6. By Region: 
  • Luzon
  • Mindanao
  • Visayas
  • Other Parts of Philippines
Key Topics Covered in the Report:
  • Size of Philippines E-Learning Market (FY’2019-FY’2032)
  • Overview of Philippines E-Learning Market
  • Segmentation of Philippines E-Learning Market By Content (Multimedia, Online Tests, Open Courseware, Others)
  • Segmentation of Philippines E-Learning Market By Content Format (Audio, Text, Video)
  • Segmentation of Philippines E-Learning Market By Technology (Learning Management System, Smart Authoring Tools, Smart Classes)
  • Segmentation of Philippines E-Learning Market By Source of Learning (E-Books, Gamification, M-learning, MOOC’s)
  • Segmentation of Philippines E-Learning Market By End Users (Corporates, Schools, Universities, Vocational Training, Others)
  • Statistical Snap of Philippines E-Learning Market
  • Growth Analysis of Philippines E-Learning Market
  • Problems and Challenges in Philippines E-Learning Market
  • Competitive Landscape in the Philippines E-Learning Market
  • Impact of COVID-19 and Demonetization on Philippines E-Learning Market
  • Details on Recent Investment in Philippines E-Learning Market
  • Competitive Analysis of Philippines E-Learning Market
  • Major Players in the Philippines E-Learning Market
  • SWOT Analysis of Philippines E-Learning Market
  • Philippines E-Learning Market Future Outlook and Projections (FY’2019-FY’2032)
  • Recommendations from Analyst
1. Introduction
1.1. Scope of the report
1.2. Market segment analysis
 
2. Research Methodology
2.1  Research data source
2.1.1 Secondary data
2.1.2 Primary data
2.1.3 SPER’s internal database
2.1.4 Premium insight from KOL’s
2.2  Market size estimation
2.2.1 Top-down and Bottom-up approach
2.3  Data triangulation
 
3. Executive Summary
 
4. Market Dynamics
4.1. Driver, Restraint, Opportunity and Challenges analysis
4.1.1  Drivers
4.1.2  Restraints
4.1.3  Opportunities
4.1.4  Challenges 
4.2. COVID-19 Impacts of the Philippines E-Learning Market 
 
5. Market variables and outlook
5.1. SWOT analysis 
5.1.1 Strengths 
5.1.2 Weaknesses 
5.1.3 Opportunities
5.1.4 Threats
5.2. PESTEL analysis 
5.2.1 Political landscape
5.2.2 Economic landscape
5.2.3 Social landscape 
5.2.4 Technological landscape 
5.2.5 Environmental landscape 
5.2.6 Legal landscape 
5.3. PORTER’S five forces analysis 
5.3.1 Bargaining power of suppliers 
5.3.2 Bargaining power of Buyers 
5.3.3 Threat of Substitute 
5.3.4 Threat of new entrant 
5.3.5 Competitive rivalry
5.4. Heat map analysis

6. Competitive Landscape
6.1. Philippines E-Learning Base Distribution, Sales Area, Product Type 
6.2. Mergers & Acquisitions, Partnerships, Product Launch, and Collaboration in Philippines E-Learning Market
 
7. Philippines E-Learning Market, By Content, 2019-2032 (USD Million)
7.1. Multimedia
7.2. Online Tests
7.3. Open Courseware
7.4. Others

8. Philippines E-Learning Market, By Content Format, 2019-2032 (USD Million)
8.1. Audio
8.2. Text
8.3. Video

9. Philippines E-Learning Market, By Technology, 2019-2032 (USD Million)
9.1. Learning Management System
9.2. Smart Authoring Tools
9.3. Smart Classes

10. Philippines E-Learning Market, By Source of Learning, 2019-2032 (USD Million)
10.1. E-Books
10.2. Gamification
10.3. M-learning
10.4. MOOC’s

11. Philippines E-Learning Market, By End Users, 2019-2032 (USD Million)
11.1. Corporates
11.2. Schools
11.3. Universities
11.4. Vocational Training
11.5. Others

12. Philippines E-Learning Market, By Region, 2019-2032 (USD Million)
12.1. Philippines E-Learning Market Size and Market Share by Region (2019-2025)
12.2. Philippines E-Learning Market Size and Market Share by Region (2026-2032)
12.3. Luzon
12.4. Mindanao
12.5. Visayas
12.6. Other Parts of Philippines

13. Company Profiles
13.1. AmazoNationPH
13.1.1. Company details
13.1.2. Financial outlook
13.1.3. Product summary
13.1.4. Recent developments
13.2. Bizmates Philippines, Inc
13.2.1. Company details
13.2.2. Financial outlook
13.2.3. Product summary
13.2.4. Recent developments
13.3. Blackboard
13.3.1. Company details
13.3.2. Financial outlook
13.3.3. Product summary
13.3.4. Recent developments
13.4. Canvas
13.4.1. Company details
13.4.2. Financial outlook
13.4.3. Product summary
13.4.4. Recent developments
13.5. Cypher Learning
13.5.1. Company details
13.5.2. Financial outlook
13.5.3. Product summary
13.5.4. Recent developments
13.6. DIWA
13.6.1. Company details
13.6.2. Financial outlook
13.6.3. Product summary
13.6.4. Recent developments
13.7. Eskwelabs
13.7.1. Company details
13.7.2. Financial outlook
13.7.3. Product summary
13.7.4. Recent developments
13.8. Learntalk
13.8.1. Company details
13.8.2. Financial outlook
13.8.3. Product summary
13.8.4. Recent developments
13.9. MOODLE
13.9.1. Company details
13.9.2. Financial outlook
13.9.3. Product summary
13.9.4. Recent developments
13.10. MoveUp.app
13.10.1. Company details
13.10.2. Financial outlook
13.10.3. Product summary
13.10.4. Recent developments
13.11. Quipper
13.11.1. Company details
13.11.2. Financial outlook
13.11.3. Product summary
13.11.4. Recent developments
13.12. RareJob Philippines, Inc.
13.12.1. Company details
13.12.2. Financial outlook
13.12.3. Product summary
13.12.4. Recent developments
13.13. SPI Global
13.13.1. Company details
13.13.2. Financial outlook
13.13.3. Product summary
13.13.4. Recent developments
13.14. Suyomano
13.14.1. Company details
13.14.2. Financial outlook
13.14.3. Product summary
13.14.4. Recent developments
13.15. TechFactors Inc.
13.15.1. Company details
13.15.2. Financial outlook
13.15.3. Product summary
13.15.4. Recent developments
13.16. Topica Edtech Group
13.16.1. Company details
13.16.2. Financial outlook
13.16.3. Product summary
13.16.4. Recent developments
13.17. Yapster
13.17.1. Company details
13.17.2. Financial outlook
13.17.3. Product summary
13.17.4. Recent developments

14. List of Abbreviations

15. Reference Links

16. Conclusion

17. Research Scope

SPER Market Research’s methodology uses great emphasis on primary research to ensure that the market intelligence insights are up to date, reliable and accurate. Primary interviews are done with players involved in each phase of a supply chain to analyze the market forecasting. The secondary research method is used to help you fully understand how the future markets and the spending patterns look likes.

The report is based on in-depth qualitative and quantitative analysis of the Product Market. The quantitative analysis involves the application of various projection and sampling techniques. The qualitative analysis involves primary interviews, surveys, and vendor briefings.  The data gathered as a result of these processes are validated through experts opinion. Our research methodology entails an ideal mixture of primary and secondary initiatives.

SPER-Methodology-1

SPER-Methodology-2

SPER-Methodology-3


Frequently Asked Questions About This Report
Philippines E-Learning Market is projected to reach USD XX billion by 2032, growing at a CAGR of XX% during the forecast period.
Philippines E-Learning Market grew in market size from 2021. The Market is expected to reach USD XX billion by 2032, at a CAGR of XX% during the forecast period.
Philippines E-Learning Market CAGR of XX% during the forecast period.
Philippines E-Learning Market size is USD XX billion from 2022 to 2032.
Philippines E-Learning Market segment is Covered Segments Covered By Content, By Content Format, By Technology, By Source of Learning, By End Users.
The Asia Pacific region is anticipated to have the highest market share in the Philippines E-Learning Market.
The key players in the market include Companies Covered AmazoNationPH, Bizmates Philippines, Inc, Blackboard, Canvas, Cypher Learning, DIWA, Eskwelabs, Learntalk, MOODLE, MoveUp.app, Quipper, RareJob Philippines, Inc. , SPI Global, Suyomano, TechFactors Inc., Topica Edtech Group, Yapster.
The industry is progressively expanding as a result of government efforts, increased internet usage in the nation, more high schools choosing to provide e-learning courses, and students embracing novel teaching methods including videos, animations, gamification, and open courseware.
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