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STEAM問題導向學習平台市場預測至2032年:按學習類型、學科、最終用戶和地區分類的全球分析

STEAM Project-Based Learning Platforms Market Forecasts to 2032 - Global Analysis By Learning Mode (Online Platforms, Hybrid Models, Offline + Digital Integrated Programs and Other Learning Modes), Subject Focus, End User and By Geography

出版日期: | 出版商: Stratistics Market Research Consulting | 英文 | 商品交期: 2-3個工作天內

價格

根據 Stratistics MRC 的研究,全球 STEAM 基於問題的學習平台市場預計到 2025 年將達到 47 億美元,到 2032 年將達到 103 億美元,在預測期內的複合年成長率為 12%。

STEAM問題導向學習(PBL)平台是一種教育工具和數位環境,它提供實踐性強、協作性高的學習體驗,融合了科學、技術、工程、藝術和數學(STEAM)。這些平台使學生能夠參與真實世界的計劃,在實踐情境中應用理論知識,同時培養批判性思考、創造力和問題解決能力。 STEAM PBL平台強調實驗方法、跨學科學習和迭代設計,支援個人化學習路徑、教師指導和進展追蹤。它們通常整合了虛擬實驗室、模擬、協作空間和評估工具等資源,使STEAM教育更具互動性、吸引力,並與21世紀技能發展相契合。

數位學習平台的普及應用日益廣泛

學校和大學正在將基於問題的學習融入線上環境,以提升學生的創造力和問題解決能力。企業正在採用以STEAM(科學、技術、工程、藝術和數學)為核心的平台,以促進員工創新和跨學科合作。數位化優先的解決方案為使用者提供了可擴展的互動計劃存取管道,涵蓋科學、技術、工程、藝術和數學等領域。對混合式學習日益成長的需求正在推動企劃為基礎的學習模式的普及。各國政府和非政府組織正在推廣旨在提升勞動力就業能力的數位化教育舉措。因此,數位化學習的普及正在推動市場成長。

高昂的安裝和使用費用

先進的STEAM平台需要對數位基礎設施、內容開發和教師培訓進行投資。發展中地區的小規模機構和學校難以負擔高級訂閱費用。有限的預算限制了基於問題的學習舉措的擴充性。來自低成本替代方案的競爭壓力降低了投資高階解決方案的意願。如果沒有補助或機構支持,這些平台的普及很可能集中在富裕的學校和企業。因此,高成本限制了市場擴張。

對個人化教育解決方案的需求日益成長

基於問題的學習平台正擴大利用人工智慧來提供滿足學生個人化需求的計劃。個人化模組能夠提高學生的參與度,並改善來自不同背景學生的學習成果。對自適應學習日益成長的需求與以STEAM(科學、技術、工程、藝術和數學)為重點的平台不謀而合。企業可以從客製化的創新計劃中受益,這些專案能夠提升員工的創造力。政府和教育機構支持個人化學習舉措,以提高就業能力。因此,對個人化教育的需求正在催生市場機會。

資料隱私和網路安全問題

教育平台會收集高度敏感的數據,包括學習者的表現指標、計劃成果和個人資訊。這些資料的外洩或濫用會削弱學生、家長和教育機構之間的信任。諸如GDPR和COPPA等法規結構提出了嚴格的合規要求,並增加了營運的複雜性。小規模企業往往缺乏實施強而有力的網路安全措施所需的資源,而針對教育平台的網路攻擊日益增多,進一步加劇了這種風險。因此,隱私問題正在阻礙市場成長。

新冠疫情的影響:

新冠疫情對STEAM(科學、技術、工程、藝術和數學)問題導向學習平台市場產生了變革性影響。封鎖和遠距學習加速了全球數位化計劃式學習解決方案的普及。學生和專業人士紛紛轉向線上平台,以在疫情衝擊下繼續進行協作學習。各國政府和教育機構加強了對數位化STEAM專案的投入,以減少學習延誤。然而,設備和網路連接的普及程度差異阻礙了在農村和低收入地區採用這些解決方案的速度。疫情凸顯了擴充性、柔軟性和跨學科學習系統的重要性。

預計在預測期內,混合模式細分市場將佔據最大的市場佔有率。

預計在預測期內,混合模式將佔據最大的市場佔有率,這主要得益於混合式學習環境的需求。學校和大學正擴大採用將課堂教學與數位化企劃為基礎模組相結合的混合平台。對數位化學習日益成長的需求正在推動混合模式的發展。該領域受益於機構的大力投資和政府支持的數位化教育舉措。人工智慧和雲端基礎交付的融合提高了可訪問性和擴充性。企業也傾向於採用混合模式來平衡面對面協作和遠端創新計劃。

預計在預測期內,跨學科創新計劃領域將呈現最高的複合年成長率。

跨學科創新計劃領域預計將在預測期內實現最高成長率,反映出市場對跨學科合作的強勁需求。學生和專業人士擴大參與融合科學、技術、工程、藝術和數學(STEM)的計劃中。對個人化教育日益成長的需求正在加速該領域的發展。人工智慧驅動的計劃設計技術的進步正在增強跨學科平台的競爭優勢。企業創新實驗室和大學調查計畫的蓬勃發展也為該領域帶來了正面影響。各國政府和非政府組織正在大力推廣跨領域教育,以提升勞動力的創造力。

佔比最大的地區:

由於強大的機構投資和先進的教育科技基礎設施,預計北美將在預測期內保持最大的市場佔有率。美國和加拿大的學校和企業廣泛採用問題導向學習(PBL)正在推動這一領域的普及。政府推廣STEM和STEAM教育的措施也正在推動這一領域的發展。主要教育科技公司的存在和持續創新正在鞏固該地區的主導地位。對混合模式的強勁需求正在推動成長。成熟的數位學習生態系統正在進一步擴大平台的使用範圍。

複合年成長率最高的地區:

預計亞太地區在預測期內將實現最高的複合年成長率,這主要得益於智慧型手機的快速普及和對靈活教育需求的激增。中國、印度和日本等國家正大力投資STEAM(科學、技術、工程、藝術和數學)問題導向學習平台。不斷壯大的中產階級和日益成長的可支配收入正在推動優質學習方式的普及。政府為促進數位素養和跨學科教育而推出的措施也進一步推動了成長。本土Start-Ups和跨國公司正在投資擴充性的、行動優先的、企劃為基礎的解決方案。移動優先生態系統的發展正在為區域擴張注入新的動力。

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目錄

第1章執行摘要

第2章 前言

  • 摘要
  • 相關利益者
  • 調查範圍
  • 調查方法
  • 研究材料

第3章 市場趨勢分析

  • 促進要素
  • 抑制因素
  • 機會
  • 威脅
  • 終端用戶分析
  • 新興市場
  • 新冠疫情的感染疾病

第4章 波特五力分析

  • 供應商的議價能力
  • 買方的議價能力
  • 替代品的威脅
  • 新進入者的威脅
  • 競爭對手之間的競爭

第5章 全球STEAM問題解決學習平台市場(依學習類型分類)

  • 線上平台
  • 混合模式
  • 線下+線上整合項目
  • 計劃工具包 + 數位配套應用程式
  • 其他學習形式

6.全球STEAM 問題導向學習平台市場(依學科分類)

  • 科學與工程計劃
  • 技術/編碼計劃
  • 藝術與設計思維計劃
  • 數學與數據計劃
  • 跨學科創新計劃
  • 機器人與自動化計劃
  • 其他主題

7.全球STEAM 問題導向學習平台市場(依最終用戶分類)

  • 學校和大學
  • 公司/企業
  • 政府和非政府組織
  • 個別學習者
  • 教育科技提供者和培訓機構
  • 其他最終用戶

8.全球STEAM 問題導向學習平台市場(按地區分類)

  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 義大利
    • 法國
    • 西班牙
    • 其他歐洲
  • 亞太地區
    • 日本
    • 中國
    • 印度
    • 澳洲
    • 紐西蘭
    • 韓國
    • 其他亞太地區
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 南美洲其他地區
  • 中東和非洲
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 卡達
    • 南非
    • 其他中東和非洲地區

第9章:重大發展

  • 協議、夥伴關係、合作和合資企業
  • 併購
  • 新產品發布
  • 業務拓展
  • 其他關鍵策略

第10章:企業概況

  • LEGO Education
  • Discovery Education
  • Tinkercad
  • MakerBot
  • Arduino
  • LittleBits
  • Labster
  • Pitsco Education
  • Edmodo
  • Nearpod
  • Kahoot!
  • Classcraft
  • Edmentum
  • Byju's
  • Coursera Inc.
Product Code: SMRC32731

According to Stratistics MRC, the Global STEAM Project-Based Learning Platforms Market is accounted for $4.7 billion in 2025 and is expected to reach $10.3 billion by 2032 growing at a CAGR of 12% during the forecast period. STEAM Project-Based Learning (PBL) Platforms are educational tools and digital environments designed to integrate Science, Technology, Engineering, Arts, and Mathematics (STEAM) into hands-on, collaborative learning experiences. These platforms enable students to engage in real-world projects, fostering critical thinking, creativity, and problem-solving skills while applying theoretical knowledge in practical contexts. By emphasizing experimentation, interdisciplinary learning, and iterative design, STEAM PBL platforms support personalized learning pathways, teacher facilitation, and progress tracking. They often include resources like virtual labs, simulations, collaborative workspaces, and assessment tools, making STEAM education interactive, engaging, and aligned with 21st-century skills development.

Market Dynamics:

Driver:

Increasing adoption of digital learning platforms

Schools and universities are integrating project-based learning into online ecosystems to enhance creativity and problem-solving skills. Corporations are adopting STEAM-focused platforms to foster innovation and interdisciplinary collaboration among employees. Digital-first solutions provide scalable access to interactive projects across science, technology, engineering, arts, and mathematics. Rising demand for blended and hybrid learning reinforces adoption of project-based models. Governments and NGOs are promoting digital education initiatives to strengthen workforce readiness. As a result, digital learning adoption is propelling market growth.

Restraint:

High implementation and subscription costs

Advanced STEAM platforms require investment in digital infrastructure, content development, and teacher training. Smaller institutions and schools in developing regions struggle to afford premium subscriptions. Limited budgets restrict scalability of project-based learning initiatives. Competitive pressure from low-cost alternatives reduces willingness to invest in premium solutions. Without subsidies or institutional support, adoption risks being concentrated among affluent schools and enterprises. Consequently, high costs are constraining market expansion.

Opportunity:

Growing demand for personalized education solutions

Project-based learning platforms increasingly leverage AI to tailor projects to individual student needs. Personalized modules enhance engagement and improve learning outcomes across diverse demographics. Rising demand for adaptive learning aligns directly with STEAM-focused platforms. Corporations benefit from customized innovation projects that strengthen workforce creativity. Governments and institutions are supporting personalized learning initiatives to improve employability. As a result, personalized education demand is fostering market opportunities.

Threat:

Data privacy and cybersecurity concerns

Platforms collect sensitive learner data, including performance metrics, project outcomes, and personal information. Breaches or misuse of this data undermine trust among students, parents, and institutions. Regulatory frameworks such as GDPR and COPPA impose strict compliance requirements, increasing operational complexity. Smaller firms often lack resources to implement robust cybersecurity measures. Rising cyberattacks targeting education platforms further exacerbate risks. Consequently, privacy concerns are hindering market growth.

Covid-19 Impact:

The COVID-19 pandemic had a transformative impact on the STEAM Project-Based Learning Platforms market. Lockdowns and remote learning accelerated adoption of digital project-based solutions worldwide. Students and professionals turned to online platforms to continue collaborative learning during disruptions. Governments and institutions invested in digital STEAM programs to mitigate learning losses. However, disparities in device access and internet connectivity slowed adoption in rural and low-income regions. The pandemic highlighted the importance of scalable, flexible, and interdisciplinary learning systems.

The hybrid models segment is expected to be the largest during the forecast period

The hybrid models segment is expected to account for the largest market share during the forecast period, driven by demand for blended learning environments. Schools and universities increasingly adopt hybrid platforms that combine classroom instruction with digital project-based modules. Rising demand for digital learning adoption reinforces hybrid model growth. The segment benefits from strong institutional investment and government-backed digital education initiatives. Integration of AI and cloud-based delivery enhances accessibility and scalability. Corporations prefer hybrid models to balance in-person collaboration with remote innovation projects.

The interdisciplinary innovation projects segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the interdisciplinary innovation projects segment is predicted to witness the highest growth rate, reflecting strong demand for cross-domain collaboration. Students and professionals increasingly engage in projects that integrate science, technology, engineering, arts, and mathematics. Rising demand for personalized education accelerates adoption in this segment. Advances in AI-driven project design strengthen competitiveness of interdisciplinary platforms. The segment benefits from strong growth in corporate innovation labs and university research programs. Governments and NGOs are promoting interdisciplinary education to strengthen workforce creativity.

Region with largest share:

During the forecast period, the North America region is expected to hold the largest market share by strong institutional investment and advanced EdTech infrastructure. The United States and Canada benefit from widespread adoption of project-based learning across schools and enterprises. Government initiatives promoting STEM and STEAM education reinforce adoption. The presence of leading EdTech firms and continuous innovation strengthens regional leadership. Strong demand for hybrid models accelerates growth. Established e-learning ecosystems further expand platform usage.

Region with highest CAGR:

Over the forecast period, the Asia Pacific region is anticipated to exhibit the highest CAGR by rapid smartphone adoption and booming demand for flexible education. Countries such as China, India, and Japan are witnessing strong investment in STEAM project-based platforms. Expanding middle-class populations and growing disposable incomes support premium learning adoption. Government initiatives promoting digital literacy and interdisciplinary education further accelerate growth. Local startups and multinational firms are investing in scalable, mobile-first project-based solutions. Growth in mobile-first ecosystems adds momentum to regional expansion.

Key players in the market

Some of the key players in STEAM Project-Based Learning Platforms Market include LEGO Education, Discovery Education, Tinkercad, MakerBot, Arduino, LittleBits, Labster, Pitsco Education, Edmodo, Nearpod, Kahoot!, Classcraft, Edmentum, Byju's and Coursera Inc.

Key Developments:

In September 2023, Discovery Education announced a major partnership with the Dollar General Foundation to enhance "Discover Your Skills," a platform introducing students to skilled trades through hands-on, project-based learning modules. This collaboration focuses on career exploration and workforce readiness, directly aligning with applied STEAM principles.

In June 2022, LEGO Group completed the acquisition of Bricodes, a company specializing in software for programming LEGO Education robotics. This strategic acquisition was aimed at enhancing the digital and coding capabilities of LEGO Education's platforms, allowing for more seamless integration of hardware and software and the development of more advanced, cloud-based project-based learning experiences.

Learning Modes Covered:

  • Online Platforms
  • Hybrid Models
  • Offline + Digital Integrated Programs
  • Project Kits + Digital Companion Apps
  • Other Learning Modes

Subject Focuses Covered:

  • Science & Engineering Projects
  • Technology & Coding Projects
  • Arts & Design Thinking Projects
  • Mathematics & Data Projects
  • Interdisciplinary Innovation Projects
  • Robotics & Automation Projects
  • Other Subject Focuses

End Users Covered:

  • Schools & Universities
  • Corporates & Enterprises
  • Government & NGOs
  • Individual Learners
  • EdTech Providers & Training Institutes
  • Other End Users

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2024, 2025, 2026, 2028, and 2032
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 End User Analysis
  • 3.7 Emerging Markets
  • 3.8 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global STEAM Project Based Learning Platforms Market, By Learning Mode

  • 5.1 Introduction
  • 5.2 Online Platforms
  • 5.3 Hybrid Models
  • 5.4 Offline + Digital Integrated Programs
  • 5.5 Project Kits + Digital Companion Apps
  • 5.6 Other Learning Modes

6 Global STEAM Project Based Learning Platforms Market, By Subject Focus

  • 6.1 Introduction
  • 6.2 Science & Engineering Projects
  • 6.3 Technology & Coding Projects
  • 6.4 Arts & Design Thinking Projects
  • 6.5 Mathematics & Data Projects
  • 6.6 Interdisciplinary Innovation Projects
  • 6.7 Robotics & Automation Projects
  • 6.8 Other Subject Focuses

7 Global STEAM Project Based Learning Platforms Market, By End User

  • 7.1 Introduction
  • 7.2 Schools & Universities
  • 7.3 Corporates & Enterprises
  • 7.4 Government & NGOs
  • 7.5 Individual Learners
  • 7.6 EdTech Providers & Training Institutes
  • 7.7 Other End Users

8 Global STEAM Project Based Learning Platforms Market, By Geography

  • 8.1 Introduction
  • 8.2 North America
    • 8.2.1 US
    • 8.2.2 Canada
    • 8.2.3 Mexico
  • 8.3 Europe
    • 8.3.1 Germany
    • 8.3.2 UK
    • 8.3.3 Italy
    • 8.3.4 France
    • 8.3.5 Spain
    • 8.3.6 Rest of Europe
  • 8.4 Asia Pacific
    • 8.4.1 Japan
    • 8.4.2 China
    • 8.4.3 India
    • 8.4.4 Australia
    • 8.4.5 New Zealand
    • 8.4.6 South Korea
    • 8.4.7 Rest of Asia Pacific
  • 8.5 South America
    • 8.5.1 Argentina
    • 8.5.2 Brazil
    • 8.5.3 Chile
    • 8.5.4 Rest of South America
  • 8.6 Middle East & Africa
    • 8.6.1 Saudi Arabia
    • 8.6.2 UAE
    • 8.6.3 Qatar
    • 8.6.4 South Africa
    • 8.6.5 Rest of Middle East & Africa

9 Key Developments

  • 9.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 9.2 Acquisitions & Mergers
  • 9.3 New Product Launch
  • 9.4 Expansions
  • 9.5 Other Key Strategies

10 Company Profiling

  • 10.1 LEGO Education
  • 10.2 Discovery Education
  • 10.3 Tinkercad
  • 10.4 MakerBot
  • 10.5 Arduino
  • 10.6 LittleBits
  • 10.7 Labster
  • 10.8 Pitsco Education
  • 10.9 Edmodo
  • 10.10 Nearpod
  • 10.11 Kahoot!
  • 10.12 Classcraft
  • 10.1 Edmentum
  • 10.14 Byju's
  • 10.15 Coursera Inc.

List of Tables

  • Table 1 Global STEAM Project Based Learning Platforms Market Outlook, By Region (2024-2032) ($MN)
  • Table 2 Global STEAM Project Based Learning Platforms Market Outlook, By Learning Mode (2024-2032) ($MN)
  • Table 3 Global STEAM Project Based Learning Platforms Market Outlook, By Online Platforms (2024-2032) ($MN)
  • Table 4 Global STEAM Project Based Learning Platforms Market Outlook, By Hybrid Models (2024-2032) ($MN)
  • Table 5 Global STEAM Project Based Learning Platforms Market Outlook, By Offline + Digital Integrated Programs (2024-2032) ($MN)
  • Table 6 Global STEAM Project Based Learning Platforms Market Outlook, By Project Kits + Digital Companion Apps (2024-2032) ($MN)
  • Table 7 Global STEAM Project Based Learning Platforms Market Outlook, By Other Learning Modes (2024-2032) ($MN)
  • Table 8 Global STEAM Project Based Learning Platforms Market Outlook, By Subject Focus (2024-2032) ($MN)
  • Table 9 Global STEAM Project Based Learning Platforms Market Outlook, By Science & Engineering Projects (2024-2032) ($MN)
  • Table 10 Global STEAM Project Based Learning Platforms Market Outlook, By Technology & Coding Projects (2024-2032) ($MN)
  • Table 11 Global STEAM Project Based Learning Platforms Market Outlook, By Arts & Design Thinking Projects (2024-2032) ($MN)
  • Table 12 Global STEAM Project Based Learning Platforms Market Outlook, By Mathematics & Data Projects (2024-2032) ($MN)
  • Table 13 Global STEAM Project Based Learning Platforms Market Outlook, By Interdisciplinary Innovation Projects (2024-2032) ($MN)
  • Table 14 Global STEAM Project Based Learning Platforms Market Outlook, By Robotics & Automation Projects (2024-2032) ($MN)
  • Table 15 Global STEAM Project Based Learning Platforms Market Outlook, By Other Subject Focuses (2024-2032) ($MN)
  • Table 16 Global STEAM Project Based Learning Platforms Market Outlook, By End User (2024-2032) ($MN)
  • Table 17 Global STEAM Project Based Learning Platforms Market Outlook, By Schools & Universities (2024-2032) ($MN)
  • Table 18 Global STEAM Project Based Learning Platforms Market Outlook, By Corporates & Enterprises (2024-2032) ($MN)
  • Table 19 Global STEAM Project Based Learning Platforms Market Outlook, By Government & NGOs (2024-2032) ($MN)
  • Table 20 Global STEAM Project Based Learning Platforms Market Outlook, By Individual Learners (2024-2032) ($MN)
  • Table 21 Global STEAM Project Based Learning Platforms Market Outlook, By EdTech Providers & Training Institutes (2024-2032) ($MN)
  • Table 22 Global STEAM Project Based Learning Platforms Market Outlook, By Other End Users (2024-2032) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.