Global Child Literacy Software Market – Rising demand for child education before sending them to school so that they can attain knowledge and understanding towards different educational aspects, leads to the adoption of child literacy software

Research report published by Proficient Market Research “Global Child Literacy Software Market, By Type (On-premise and Web-based); By Application (School, Home and Training Institution) Market – Growth, Future Prospects, Post COVID-19 Scenario 2020 – 2028”.

Child literacy software provides the way to learn various languages with confidence, whereas this learning includes speaking, reading and writing. Moreover, the literacy software is widely utilized by the schools, training institutes and parents for the students and children. This software is used in the pre-school years and are built on throughout the school years, which also increase the demand for literacy software among the children and their parents. However, due to onset of the COVID-19 pandemic, there has been elevation in the number of smart devices users and this in turn has increased the use of child literacy software to keep the children engaged in education during the lockdowns.

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Growing demand for home-schooling by parents for their children is proportionally elevating the use of literacy software apps as they provide various learning skills as well as conduct tests and quizzes to make it more influential for children. In addition, there is increasing number of online learning websites that provide all the necessary education along with innovative ideas to understand education in a much simpler way, leads to adoption of the literacy software. Moreover, the child literacy software is widely used by the consumers in two different types such as on-premise child literacy software and web-based child literacy software, whereas web-based literacy software is widely used globally as it is easily accessible and extensively adopted by the users.

Major Players Covered In This Report:

Major key players in the child literacy software market include Samsung Electronics Co., Ltd., Imagine Learning Inc., Crick Software Ltd., Erinzan Pty Ltd. (EdAlive), Giglets Limited, Collins Learning, 3P Learning Ltd., Scholastic Inc., Ziptales Pty Ltd. and Waterford Research Institute, LLC.

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Trends and Future Outlook:
Rising integration of digital technologies such as electronic devices, systems and tools to store or process data into the early childhood learning environment
Increasing use of digital technology and easy access to the Internet by younger children leads to increase in adoption of literacy software

Based on type, the child literacy software market is segmented into the following:

In 2020, the web-based segment led the overall global child literacy software market in terms of market value accounting for over 76% of the global market. The web-based child literacy software is widely used in the preschool for elementary school age students. It provides different programs and modules with combinations of stories, games, and activities for the kids.

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Based on application, the child literacy software market is segmented into following:
Training Institution

In 2020, the school segment led the overall child literacy software industry in terms of market value. The child literacy software helps students at school to explore their passions as they build their literacy. Moreover, it supports students to develop their skills for comprehension and fluency with the help of taking assignments, analyzing stories, online books, connecting with other readers, and monitoring their growth.

Find graph provides a comparative analysis of the value contribution for each of the segment for the years 2019 and 2028:

In 2020, North America held the largest share in the child literacy software market due to increasing demand for educational technology, services and tools and rising adoption of digital technology that improved the outcomes and productivity. The educational expenditure of the U.S. in 2019 was over 6% of the total GDP, which was around US$ 1.3 Tn. Among this, 3% was spend on the education technology, which helps to develop various modules and programs for the students.

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