學生趨勢調查:終端用戶調查
市場調查報告書
商品編碼
1794799

學生趨勢調查:終端用戶調查

The Student Journey End User Survey

出版日期: | 出版商: Futuresource Consulting Ltd. | 英文 104 Pages | 商品交期: 請詢問到貨日

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簡介目錄

本報告分析了學生在大學學習中使用的設備與他們在高中階段主要使用的設備之間的差異。從幼兒園到大學,許多學生在學習過程中會經歷設備使用方式的改變。選擇設備類型和品牌的動機各不相同,而一些外部因素也會影響他們在學習期間購買設備的能力。

深入了解幼兒園和高等教育機構學生的整體設備擁有、他們的購買動機和品牌選擇、他們的主要設備用例、對整體學習成果的影響以及每種設備類型的價值。我們也提供針對性回饋,涵蓋理想的設備預算、設備購買環境、參與人工智慧和電競等其他數位工具的情況,以及他們的設備使用歷程如何影響他們畢業後的未來和職場。

市場趨勢

學生通常傾向於自行做出主要的設備購買決定,無論是他人贈送還是付費購買。這反映在近三分之二的學生計劃繼續使用他們的設備一年,因為他們對目前的狀況和表現感到滿意。

對學生來說,性價比、耐用性和電池續航力無疑是設備在整個學習過程中最重要的特性,也是他們購買過程中最重要的考慮因素之一。

調查區

  • 您在大學學習中主要使用下列哪些設備?
  • 您是否更喜歡某個品牌的設備?如果是,您比較喜歡哪個品牌?
  • 以下設備對您的大學學習有多大幫助?
  • 您主要使用計算設備做什麼?
  • 您大學提供的電競服務是否影響了您選​​擇大學?
  • 您希望在您的職業生涯中使用下列哪些計算設備?

你知道嗎?

Futuresource 二十多年來致力於教育科技市場的追蹤、研究與諮詢。本報告是一系列終端使用者研究報告的一部分,旨在為各機構提供完整的市場視角。

對企業視訊會議和會議室技術感興趣的公司將特別受益於本報告:

  • 製造商及其供應商
  • 供應鏈與中介機構
  • 教育科技零售商
  • 市場策略家、行銷與銷售專業人士
  • 技術投資者

目錄

  • 報告背景與方法論
  • 執行摘要
  • 樣本人口統計
  • 設備所有權 - 主要設備
  • 設備所有權 - 主要設備購買
  • 設備所有權 - 品牌偏好
  • 設備所有權 - 設備效能和功能的價值
  • 設備所有權 - 主要設備用例
  • 課題系統配置
  • 軟體採用
  • AI 和 VR/AR 採用
  • 電競採用
  • 技術價值與學習成果
  • 工作場所設備配置
  • 附錄
簡介目錄

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