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K-12 Education Market in Thailand to Grow by USD 15.38 Billion from 2025-2029, Driven by Rising Primary Education Awareness and AI-Redefined Market Landscape – Technavio

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NEW YORK, Jan. 13, 2025 /PRNewswire/ — Report with market evolution powered by AI – The global k-12 education market in thailand size is estimated to grow by USD 15.38 billion from 2025-2029, according to Technavio. The market is estimated to grow at a CAGR of  15%  during the forecast period. Rising awareness of primary education is driving market growth, with a trend towards rise in adoption of advanced technologies into educational products. However, high costs involved in setting up schools  poses a challenge. Key market players include Active Internet Technologies LLC, Anthology Inc., Bangkok Patana School, BenQ Corp., Berkeley International School, British International School Phuket, Concordian International School, Coursera Inc., D2L Inc., Darasamuth Phuket School, Harrow School, HeadStart International School Phuket, International Business Machines Corp., International School Bangkok, John Wiley and Sons Inc., KIS International School, Microsoft Corp, NIST International School, Pearson Plc, and Ruamrudee International School.

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K-12 Education Market In Thailand Scope

Report Coverage

Details

Base year

2024

Historic period

2019 – 2022

Forecast period

2025-2029

Growth momentum & CAGR

Accelerate at a CAGR of 15%

Market growth 2025-2029

USD 15376.1 million

Market structure

Fragmented

YoY growth 2022-2023 (%)

12.7

Regional analysis

Thailand

Performing market contribution

APAC at 100%

Key countries

Thailand

Key companies profiled

Active Internet Technologies LLC, Anthology Inc., Bangkok Patana School, BenQ Corp., Berkeley International School, British International School Phuket, Concordian International School, Coursera Inc., D2L Inc., Darasamuth Phuket School, Harrow School, HeadStart International School Phuket, International Business Machines Corp., International School Bangkok, John Wiley and Sons Inc., KIS International School, Microsoft Corp, NIST International School, Pearson Plc, and Ruamrudee International School

Market Driver

K-12 Education Market: Trends and Developments The K-12 Education Market is witnessing significant changes driven by the adoption of technology and innovative learning methodologies. Game-based learning, engagement, and motivation are key trends, with personalized learning experiences, problem-solving, and critical thinking being the focus. Artificial intelligence (AI) is transforming education through personalized tutoring, real-time feedback, and content creation. STEM education, educational reforms, and EdTech solutions are at the forefront of student learning. Self-directed learning, active learning, and project-based learning methodologies are gaining popularity. Mental health and social-emotional skills are becoming essential components of the curriculum. Government investment, teacher training, and private-sector partnerships are driving the market. Technology companies, educational publishers, and content creators are providing standardized quality educational materials and curriculum development. AI-powered personalized learning platforms are customizing learning experiences based on student profiles. The market includes traditional offline classrooms, interactive whiteboards, adaptive learning software, and e-learning solutions. Digital infrastructure development, public K-12 Education, and private K-12 Education are major segments. Pre-Primary, Primary, Middle, and High School segments are benefiting from digital learning platforms and e-learning. Effective communication skills, higher education, career counseling, and guidance are crucial for student outcomes. Special needs education, language minorities, and anti-discrimination measures are essential considerations. The market is witnessing curriculum modernization, teacher training programs, and venture capital investments in EdTech companies. Technology risks, such as cybersecurity attacks, are challenges. Virtual learning models, e-learning platforms, and social interaction are essential for learner engagement. The market includes student information systems, attendance tracking, and grade books. The high school segment benefits from gamification, incentive-based learning, and virtual training labs. The market includes digital solutions, 5G network, and open-source eLearning programs. Portable devices, mobile devices, and smart learning are transforming class schedules. The millennial generation, digital natives, parents, and learning analytics are essential stakeholders. The market includes learning management services, online learning platforms, and synchronous conferencing. The physical classroom and cloud-based solutions coexist. Hardware, on-premise, and private sub-segment are other components. The market includes student information systems, attendance tracking, and test prep software. Smartboards, paperless classrooms, augmented reality (AR), and virtual reality (VR) are transforming teaching. Machine learning and digital textbooks are essential components. The market includes cybersecurity risks and on-premises securities. The high school sub-segment benefits from e-learning content providers and online course libraries. The market includes distance learning, digital solutions, and 5G network. Traditional face-to-face learning and remote teaching are complementary. Open-source eLearning programs, portable devices, and mobile devices are essential for smart learning. The market includes class schedules, cloud, on-premise, hardware, private sub-segment, student information systems, attendance tracking, and test prep software. The market includes student profiles, engaged behavior, virtual learning models, e-learning platforms, social interaction, learners, instructors, peer interaction, and learning achievement. The penetration rate, discussion threads, and physical classroom are essential components. The market includes electronic communication techniques, such as online chat, video conferencing, and synchronous conferencing. The market includes English proficiency, electronic communication techniques, and international schools. The market includes digital divides, learning management systems, and international schools. The market includes standardized quality, teacher qualifications, student outcomes, and special needs education. The market includes language minorities and anti-discrimination measures. 

In the K-12 education market, keeping up with advancements in higher education necessitates monitoring and comprehending domestic and international shifting requirements. Thailand, an early adopter of technology, integrates innovative tools like virtual assistants, Augmented Reality (AR), and Virtual Reality (VR) into education solutions. These technological advances, such as AI-powered virtual assistants, customize learning for students by adapting to their unique needs. AR and VR systems with headsets provide learning experiences, allowing students to engage efficiently in simulated environments and role-play scenarios. 

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 Market Challenges

The K-12 Education Market faces several challenges in delivering effective and engaging learning experiences. These include the need for game-based learning, increased engagement and motivation, personalized learning experiences, and problem-solving and critical thinking skills development. Artificial intelligence (AI) and personalized tutoring offer real-time feedback, while STEM education and educational reforms require standardized quality and teacher qualifications. EdTech solutions like personalized learning platforms, curriculum providers, and technology companies aim to address these challenges. However, challenges remain in providing for special needs education, language minorities, and anti-discrimination measures. Public and private schools, teachers, and educational materials all play a role in student learning, with self-directed learning, extracurricular activities, and traditional classrooms also important. Technology, such as interactive whiteboards and adaptive learning software, can enhance learning, but concerns around digital divides and cybersecurity attacks persist. Effective communication skills, higher education, and career counseling are also essential components of K-12 education. The market includes educational publishers, content creators, service providers, and AI, with a focus on student outcomes and academic improvement. The high school segment and middle school segment require individualized learning and quality education, while pre-primary, primary, and middle schools prioritize foundational knowledge in core subjects like mathematics, language arts, science, and history. The use of e-learning, learning management services, and online learning platforms is increasing, with smartphones and digital infrastructures playing a significant role. Virtual learning models, such as gamification and incentive-based learning, aim to increase user engagement, while digital solutions like machine learning, digital textbooks, and AR/VR offer new opportunities for learning. The millennial generation, parents, and learners all benefit from these advancements, with learning analytics, discussion threads, and virtual learning models enabling more engaged behavior. The market includes various sub-segments, such as private K-12 Education, public K-12 Education, and pre-Primary School, Primary School, Middle School, and High School. The market is continually evolving, with the adoption of 5G networks, remote teaching, open-source eLearning programs, and portable devices, and the integration of hardware, student information systems, and attendance tracking. Despite these advancements, challenges remain in ensuring equal access to quality education and addressing cybersecurity risks.The K-12 education market in Thailand faces significant challenges due to rising costs and declining revenue for economic development. Setting up a school necessitates substantial investments in infrastructure, technology, educational resources, and proficient staff. These expenses include building construction, smart technology such as tablets and laptops, online platforms, textbooks, and laboratory facilities. The lack of proper budgetary allocation hinders the enhancement of technology and infrastructure in public schools, making it difficult to establish new ones. This situation poses challenges for market growth, as the education sector requires continuous investment to remain competitive and effective.

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Segment Overview 

This k-12 education market in Thailand report extensively covers market segmentation by  

Class Type1.1 Primary education1.2 Secondary education1.3 Pre-primary educationType 2.1 Traditional education2.2 Online educationGeography 3.1 APAC

1.1 Primary education-  Primary education forms the foundation of the K-12 education market in Thailand. It focuses on essential skills like literacy, numeracy, and character development for students at the elementary level. The Thai government prioritizes universal primary education, ensuring inclusivity and educational equity. Institutions like BPS, run by the government, contribute significantly to this sector. The demand for primary education is expected to rise due to the government’s commitment and the importance of a solid educational base. This growth is anticipated to drive the expansion of the primary education segment in Thailand’s K-12 market throughout the forecast period.

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Research Analysis

Game-based learning is revolutionizing K-12 education by providing engaging and motivating experiences for students. This approach utilizes interactive simulations, quizzes, and challenges to promote problem-solving, critical thinking, and STEM education. Personalized learning experiences are made possible through artificial intelligence and machine learning, which analyze student performance and provide real-time feedback. Digital learning platforms, e-learning, and online learning platforms are essential tools for delivering customized learning experiences to students in public and private K-12 schools. Pre-Primary, Primary, Middle, and High School students benefit from these technologies, which enable personalized tutoring and electronic communication techniques like online chat and video conferencing. The millennial generation’s familiarity with technology makes them ideal candidates for these innovative learning methods. Parents and teachers appreciate the flexibility and accessibility of these tools, which cater to diverse learning styles and needs. Learning analytics provide valuable insights into student progress, enabling educators to tailor instruction and improve outcomes.

Market Research Overview

K-12 Education Market: Transforming Student Learning through Game-based Learning, Personalized Experiences, and Technology The K-12 Education Market is witnessing a significant shift towards more engaging, motivating, and personalized learning experiences. Game-based learning is at the forefront of this transformation, with problem-solving and critical thinking at its core. Artificial intelligence (AI) is being used to provide personalized tutoring and real-time feedback, enhancing student learning. STEM education is a key focus area, with educational reforms and EdTech solutions driving curriculum development and teacher training. Public schools are embracing technology, from interactive whiteboards and adaptive learning software to digital infrastructure development. Private-sector partnerships and venture capital investments are fueling the growth of e-learning solutions and curriculum modernization. The middle and high school segments are seeing significant academic improvement through individualized learning and extracurricular activities. Traditional offline classrooms are being complemented by virtual learning models, digital learning platforms, and e-learning solutions. The millennial generation, as digital natives, is driving the demand for technology-enhanced learning experiences. Educational institutions are leveraging learning analytics and student profiles to provide customized learning experiences, while learning management services and online learning platforms enable engaged behavior and social interaction. The digital divides and cybersecurity risks are challenges to be addressed, but the benefits of quality education, effective communication skills, and higher education opportunities far outweigh them.

Table of Contents:

1 Executive Summary
2 Market Landscape
3 Market Sizing
4 Historic Market Size
5 Five Forces Analysis
6 Market Segmentation

Class TypePrimary EducationSecondary EducationPre-primary EducationTypeTraditional EducationOnline EducationGeographyAPAC

7 Customer Landscape
8 Geographic Landscape
9 Drivers, Challenges, and Trends
10 Company Landscape
11 Company Analysis
12 Appendix

About Technavio

Technavio is a leading global technology research and advisory company. Their research and analysis focuses on emerging market trends and provides actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions.

With over 500 specialized analysts, Technavio’s report library consists of more than 17,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio’s comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.

Contacts

Technavio Research
Jesse Maida
Media & Marketing Executive
US: +1 844 364 1100
UK: +44 203 893 3200
Email: media@technavio.com
Website: www.technavio.com/

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SOURCE Technavio

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1B views since June: Coda and TikTok Gaming turn content into commerce

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Partnership gives publishers a new route to reach consumers through TikTok’s creators

SINGAPORE, Nov. 2, 2026 /PRNewswire/ — Coda, a global leader in digital content monetization and distribution, is working with TikTok Gaming to create a new route from content discovery to purchase for consumers across Southeast Asia.

Through the partnership, TikTok users in Thailand, Malaysia, Singapore, Indonesia and the Philippines can link directly to Codashop to purchase game top-ups, gift cards and other digital goods. Creators can feature Codashop-listed content through livestreams and short-form videos, giving publishers a new way to reach consumers in the environments where they are already discovering and engaging with games.

Since its mid-June 2026 launch, creator videos linking to Codashop have drawn 1 billion views, with click-through averaging above 5% and around 5% of clicks converting to purchases. The majority of buyers are new to Codashop, showing the potential of creator-led commerce to bring publishers new customers as well as transactions.

“Commerce is increasingly happening wherever discovery happens,” said Zac Liew, Chief Commercial Officer, B2B, Coda. “TikTok gives us a new way to connect those moments. For publishers, that means reaching consumers earlier in the journey and turning engagement into purchase through a channel that is already core to how people discover games and content.”

The partnership reflects a broader shift in digital commerce, as social platforms, creators and content play a growing role in how consumers decide what to buy. For Coda, that creates new opportunities to extend digital content distribution beyond traditional storefronts and connect publishers with consumers across more channels.

Codashop is one of Southeast Asia’s most established destinations for digital content, recording more than 6 million transactions and 13 million site visits every month. Coda works with some of the world’s leading publishers and digital businesses, including Activision, Electronic Arts and Riot Games.

Founded in Jakarta in 2011, Coda has grown from its Southeast Asian roots into a global digital content monetization and distribution business. Codashop launched in Indonesia in 2014 and has since expanded across the region and beyond.

Coda will continue to explore new commerce and distribution models with publishers and platform partners, creating more ways for consumers to discover and purchase digital content.

About Coda

Coda is a global leader in monetization, distribution, and commerce, trusted by the biggest names in gaming, entertainment, and technology, including Activision, Electronic Arts, Riot Games, Ubisoft, and Moonton. Founded in 2011 and headquartered in Singapore, Coda operates with 670+ employees worldwide, with core hubs in Asia and Europe. Coda combines payments, commerce, distribution, and rewards to drive global revenue growth for brands and publishers.

Coda’s products include Codapay, which provides access to 400+ payment methods across 80+ markets through a single API integration; Coda Webstore, which powers fully customized direct-to-consumer storefronts; Coda Consumer Platforms, including Codashop, Recharge.com, and Startselect.com; Coda Distribution, which extends reach through a network of commerce partners; and Giftcloud, a UK-based rewards business serving enterprise customers across Europe.

Coda is backed by Apis Partners, Insight Partners, Smash Capital, and GIC, and has been named an APAC High Growth Company (2023) by Financial Times, one of Granite Asia’s NextGenTech 30 (2024), a payments leader on Fortune’s Fintech Innovation Asia list (2024), and listed among The Straits Times Fastest Growing Fintechs (2024). For more on Coda, visit coda.co.

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SOURCE Coda

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One Stop Swap Explores School Fundraising as a Community-Based Growth Strategy

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With more than 3,400 preregistrations ahead of its planned 2027 launch, the marketplace is exploring school partnerships as a way to support communities while building a potentially lower-cost customer acquisition model.

LOS ANGELES, Nov. 1, 2026 /PRNewswire/ — Los Angeles-based One Stop Swap, Inc., a peer-to-peer marketplace preparing for a 2027 launch, is exploring a community-based growth strategy that could help schools raise money while introducing hundreds of families to its buying, selling and swapping platform.

The idea originated in conversations between Co-Founder Stephen Bikoff and his wife, a first-grade teacher. Their discussions about traditional school fundraising sparked a simple question: What if families could support their schools by selling things they already own instead of being asked to buy more?

“Talking with my wife about school fundraising made me realize how much value families have sitting unused in their homes,” said Bikoff. “Why not explore a way to turn those items into money for schools while introducing families to something they can continue using long after the fundraiser ends?”

One School. Hundreds of Potential Members.

Under the proposed program, schools and parent organizations could invite families, educators, alumni and neighbors to participate in online resale campaigns, with sellers choosing to donate a portion of their proceeds.

For One Stop Swap, the opportunity extends beyond fundraising. A single school partnership could introduce hundreds of households to the marketplace, potentially generating new members, merchandise listings, transactions and referrals.

Rather than relying exclusively on paid advertising, the company wants to test whether trusted community relationships can provide a more cost-effective, repeatable way to attract and retain members.

Potential pilot programs would measure customer acquisition costs, registrations, listings, completed transactions, donations and repeat activity. If successful, the model could expand to youth sports leagues, nonprofit organizations and other community groups.

“We want to build a company where doing something good for a community also makes good business sense,” Bikoff added. “If we can help schools raise money while building lasting relationships with new members, that’s worth exploring.”

Early Interest Ahead of Launch

One Stop Swap reports more than 3,400 preregistrations ahead of its planned 2027 launch.

The company is limiting its Founding Member program to the first 5,000 eligible participants, who will receive six months without buyer or seller platform fees starting at launch, subject to program terms.

Following the introductory period, the planned standard marketplace fee structure is 3% for buyers and 3% for sellers.

The early registration program is intended to help establish an initial community of buyers and sellers before the marketplace opens.

Building Beyond Traditional Resale

One Stop Swap is developing a single platform for buying, selling and direct item-for-item swapping of pre-owned goods.

The company’s longer-term roadmap includes plans to introduce live shopping after its second year of operation, creating more interactive ways for members to discover merchandise and connect with one another.

Together, these initiatives reflect a broader strategy focused on attracting members, expanding available inventory, encouraging repeat transactions and building long-term engagement.

The school fundraising concept remains under evaluation. No school partners, pilot dates or fundraising terms have been finalized, and the company has not yet validated the proposed program’s customer acquisition economics.

About One Stop Swap

One Stop Swap, Inc. is a Los Angeles-based technology company developing a U.S. peer-to-peer marketplace that combines buying, selling and direct swapping of pre-owned goods. The company is led by CEO Eric Jepsky, a technology executive with more than 25 years of experience spanning eBay, PayPal and other leading technology companies. As Co-Founder and COO of Beem, Jepsky helped grow the fintech platform to more than five million downloads. One Stop Swap is focused on affordability, community participation and new approaches to secondhand commerce.

Consumers interested in becoming Founding Members can preregister at www.onestopswap.com.

Media Contact

One Stop Swap, Inc.
Email: press@onestopswap.com
Website: https://www.onestopswap.com
Instagram: @onestopswapusa

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SOURCE One Stop Swap Inc.

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Infinix Unveils Its First Global Flagship Concept Store in Bali, Bringing “Joy Tech” to Life

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Building on its strength in product innovation, the Infinix Bali Flagship Concept Store blends bold design, coffee culture and creative experiences to bring more joy, surprise and discovery into everyday life—marking a tangible step towards a more distinctive, lifestyle-driven and premium technology brand.

BALI, Indonesia, Nov. 2, 2026 /PRNewswire/ — Infinix officially unveiled its first global Flagship Concept Store in Bali, Indonesia, on October 31. As the first store of this new format within parent company Transsion Holdings’ brand portfolio, the opening marks a significant step in Infinix’s brand evolution. Building on its foundation in technology innovation, Infinix is exploring new ways to bring technology into everyday life through design, lifestyle and creative experiences, with a focus on creating more joy, surprise and meaningful connections with global consumers.

Rooted in Infinix’s “Joy Tech” philosophy, the Bali Flagship Concept Store brings together technology, lifestyle and creativity in a new retail experience. From Infinix’s smartphones and connected devices to futuristic design, coffee and creative collaborations, the store reflects the brand’s belief that technology should go beyond specifications and performance to bring enjoyment, spark curiosity and create meaningful value in everyday life.

Together, these elements offer a bold new approach to experiential retail in the smartphone and consumer electronics industry—bringing technology, lifestyle and creativity together to transform a traditional retail space into a destination for discovery, participation and shared experiences.

Inside the Store: Where Technology Meets Lifestyle

The experience begins even before stepping inside. With its futuristic design, reflective metallic surfaces and digital visuals, the Bali Flagship Concept Store makes a striking first impression. An eye-catching robotic-arm installation anchors the space, transforming technological imagination into a bold visual statement.

This distinctive setting brings Infinix’s “1+2+X” retail concept to life: one comprehensive technology experience, two signature experience elements and an evolving range of creative activities and collaborations.

At its core, the store showcases Infinix’s smartphone lineup, including the NOTE 60 and HOT 70 series and the GT 50 Pro. The experience also highlights Infinix’s broader AIoT ecosystem, featuring recent standout products such as the ZCLIP 2 Pro clip-on earbuds, SPACE Max wireless headphones, and XEnergy portable power stations, giving people the opportunity to explore the brand’s innovations firsthand.

Complementing this technology experience are two distinctive lifestyle elements: n_x, Infinix’s locally developed coffee brand, and the signature robotic-arm installation. At n_x, a simple coffee break becomes an invitation to slow down, recharge and enjoy a laid-back moment amid a busy day. Whether catching up with friends or taking a moment for oneself, even an everyday cup of coffee can bring a little unexpected delight. Together, these elements introduce a more relaxed and imaginative side of technology into the space.

The “X” opens up further possibilities through gaming, music, sports, creative partnerships, interactive content and community-driven activities. By introducing new ideas and collaborations over time, Infinix envisions a space that continues to surprise and inspire, offering fresh experiences and new ways for people to connect with the brand.

Keeping the Experience Fresh Through Co-Creation

Beyond its distinctive retail concept, the Bali Flagship Concept Store also aims to bring creators and consumers closer to the brand. Rather than simply featuring established names or one-off partnerships, Infinix hopes to work with artists, musicians and other creative talents to develop original content and experiences. People can also take part through shared experiences, content creation and feedback, becoming active participants rather than passive audiences.

Designed to evolve beyond its opening, the store aims to introduce new collaborations, creative displays and lifestyle activities over time. This ongoing renewal can give people fresh reasons to return while allowing the space to become a source of new ideas, stories and connections between Infinix and its community.

From a Flagship Concept Store to a Living Brand Destination

Infinix’s longer-term vision is for the Bali Flagship Concept Store to develop its own recognizable identity, becoming a destination people return to for its distinctive experiences and sense of community—not just its products. Its appeal would come not only from the space itself, but also from what continues to happen there.

The Bali opening also marks the beginning of a broader retail expansion journey. Infinix plans to open five additional flagship stores across Indonesia this year, while exploring similar concept-led retail experiences in other markets. Rather than replicating the Bali format, future locations will be adapted to local cultures, consumer preferences and lifestyles, allowing Joy Tech to take different forms in different communities.

For Infinix, the Bali Flagship Concept Store represents a new direction in brand building: keeping product innovation at its core while giving people more reasons to connect with the brand beyond a purchase. By extending Joy Tech into design, everyday lifestyle experiences and creative collaborations, Infinix is taking a concrete step towards a more distinctive, lifestyle-driven and premium brand identity.

About Infinix
Established in 2013, Infinix is an innovation-driven brand dedicated to delivering cutting-edge technology, bold design, and outstanding performance. The brand provides smart, enjoyable mobile experiences that enhance everyday life. Beyond smartphones, Infinix has expanded its portfolio to include TWS earbuds, smartwatches, laptops, tablets, smart TVs, and more — building a comprehensive ecosystem of smart devices. Currently, Infinix products are available in over 80 countries and regions worldwide, including Africa, Latin America, the Middle East, South Asia, and Southeast Asia.

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