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BidnessEtc reports that Amazon plans to launch a new platform that "will let schools, educators, and academic staff streamline the organization, analysis, and dissemination of educational materials, and student data."

According to the story, "The platform will also be equipped with a rating system for ease of use. Amazon’s involvement in the education space dates back to 2013, when it acquired TenMarks, an online math-instruction firm, to build a strong base in the sector and better gauge consumer interests."

In a posting designed to keep interested parties apprised of when the new platform launches, Amazon says in describing the effort that, "Someday soon, educators everywhere will have free and unlimited access to first-class course materials from a revolutionary platform. Get on the wait list to be notified when the platform is available for all schools and classrooms!”

In putting the new platform in context, BidnessEtc writes, "While these ambitions are real, the company has a long way to go to create a depository of educational tools, and materials to gain a strong foothold against learning systems powered by juggernauts, Apple and Google. Amazon’s educational services will greatly benefit from the company’s cloud-based services that would allow for better allocation of data-computing processes.

"According to a research estimate, the e-learning market will be worth up to $244 billion by 2022. This is quite sufficient to explain the interest of big companies investing steadily in the development of educational tools and processes. The benefits of eLearning over printed books are obvious and plentiful."

That's not all that Amazon is up to. Motley Fool reports that Amazon also "is assembling a VR team to build a 'virtual reality experience within Amazon Video.' In the posting on Glassdoor, Amazon declares that the team will create a new 'platform and interface for immersive storytelling'." The story notes that "tech M&A advisory firm Digi-Capital estimates that the VR market will grow from nearly nothing today to $30 billion by 2020. It expects most of that growth to be fueled by sales of VR hardware, games, movies, and experiences."
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