学生趋势调查:终端用户调查
市场调查报告书
商品编码
1794799

学生趋势调查:终端用户调查

The Student Journey End User Survey

出版日期: | 出版商: Futuresource Consulting Ltd. | 英文 104 Pages | 商品交期: 请询问到货日

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简介目录

本报告分析了学生在大学学习中使用的设备与他们在高中阶段主要使用的设备之间的差异。从幼儿园到大学,许多学生在学习过程中会经历设备使用方式的改变。选择设备类型和品牌的动机各不相同,而一些外部因素也会影响他们在学习期间购买设备的能力。

深入了解幼儿园和高等教育机构学生的整体设备拥有、他们的购买动机和品牌选择、他们的主要设备用例、对整体学习成果的影响以及每种设备类型的价值。我们也提供针对性回馈,涵盖理想的设备预算、设备购买环境、参与人工智慧和电竞等其他数位工具的情况,以及他们的设备使用历程如何影响他们毕业后的未来和职场。

市场趋势

学生通常倾向于自行做出主要的设备购买决定,无论是他人赠送还是付费购买。这反映在近三分之二的学生计划继续使用他们的设备一年,因为他们对目前的状况和表现感到满意。

对学生来说,性价比、耐用性和电池续航力无疑是设备在整个学习过程中最重要的特性,也是他们购买过程中最重要的考虑因素之一。

调查区

  • 您在大学学习中主要使用下列哪些设备?
  • 您是否更喜欢某个品牌的设备?如果是,您比较喜欢哪个品牌?
  • 以下设备对您的大学学习有多大帮助?
  • 您主要使用计算设备做什么?
  • 您大学提供的电竞服务是否影响了您选​​择大学?
  • 您希望在您的职业生涯中使用下列哪些计算设备?

你知道吗?

Futuresource 二十多年来致力于教育科技市场的追踪、研究与咨询。本报告是一系列终端使用者研究报告的一部分,旨在为各机构提供完整的市场视角。

对企业视讯会议和会议室技术感兴趣的公司将特别受益于本报告:

  • 製造商及其供应商
  • 供应链与中介机构
  • 教育科技零售商
  • 市场策略家、行销与销售专业人士
  • 技术投资者

目录

  • 报告背景与方法论
  • 执行摘要
  • 样本人口统计
  • 设备所有权 - 主要设备
  • 设备所有权 - 主要设备购买
  • 设备所有权 - 品牌偏好
  • 设备所有权 - 设备效能和功能的价值
  • 设备所有权 - 主要设备用例
  • 课题系统配置
  • 软体采用
  • AI 和 VR/AR 采用
  • 电竞采用
  • 技术价值与学习成果
  • 工作场所设备配置
  • 附录
简介目录

This report analyses the devices adopted by students while studying at university and how this may or may not differ from the primary device used at high school. Many students from K-12 through to university will experience changes in the devices used as part of their learning experience, with varying motivations behind the adoption of device type and brand choice, as well as external factors impacting the ability to purchase devices throughout their studies.

Gain insights into overall device ownership of students both in K-12 and Higher Education, purchasing motivations and brand choice, use case of primary devices, and influence on overall learning outcomes and value of device types. Feedback also focuses on ideal budgets when purchasing devices, circumstances behind device purchases, the participation of additional digital tools such as AI and esports, and overall, how the device journey will influence students post-graduation, and in the workplace.

Market Trends:

Students typically tend to be in control of their purchasing decision for their primary device, regardless of whether it was gifted or paid for by someone else. This is reflected by nearly two-thirds of students anticipating using their device for another year, as they are satisfied with its current state and performance.

To students, features such as value for money, durability and battery life are undeniably some of the most important features for a long-lasting device throughout their studies and these are some of the top purchasing considerations made during the process.

Areas Explored:

  • Which of the following devices you own is your primary computing device used for your university studies?
  • Do you prefer one device brand over the other? If so, which brand did you prefer?
  • To what extent have the following been valuable to your studies at university/college and helping you to achieve the best learning outcome for you?
  • What do you use this primary computing device for?
  • Was the esports provision offered by your university/college a factor in your university/college selection process?
  • Which of the following computing devices would you PREFER to use in your career?

Did you know?

Futuresource has been tracking, researching and consulting on the education technology market for more than 20 years. This publication is one in a series of end-user research reports, produced to provide businesses with a fully-rounded view of the market.

Any business with an interest in corporate video conferencing and meeting room technologies will benefit from this report, particularly:

  • Manufacturers and their suppliers
  • Supply chain and intermediaries
  • Education technology retailers
  • Market strategists, marketing and sales professionals
  • Technology investors

Table of Contents

  • Report Background & Methodology
  • Executive Summary
  • Survey Sample Demographics
  • Device Ownership - Primary Device
  • Device Ownership - Primary Device Purchasing
  • Device Ownership - Brand Preferences
  • Device Ownership - Device Performance and Value of Features
  • Device Ownership - Primary Device Use Cases
  • Operating System Preferences
  • Software Adoption
  • AI & VR/AR Adoption
  • Esports Adoption
  • Value of Tech & Learning Outcomes
  • Workplace Device Preference
  • Appendix