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市場調查報告書
商品編碼
2088137

STEAM教育市場預測(2034年)-按教育程度、學習方式、學科、最終用戶和地區分類的全球分析

STEAM Education Market Forecasts to 2034 - Global Analysis By Education Level (Preschool, Primary Education, Secondary Education, Higher Education, and Professional Education), Learning Mode, Subject, 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

全球 STEAM 教育市場預計到 2026 年將達到 1,457 億美元,並在預測期內以 15.1% 的複合年成長率成長,到 2034 年達到 4,488 億美元。

STEAM教育是一種跨學科學習方法,它融合了科學、技術、工程、藝術和數學,旨在培養學生的創造力、批判性思維和問題解決能力。這個教育框架在傳統STEM教育的基礎上,融入了藝術和設計思維,為學生提供創新主導職業所需的技能。 STEAM教育市場涵蓋學前教育、小學、中學、高等教育和職業教育等各個階段,並透過課堂教學、線上學習和混合式學習等多種形式進行授課。對技能型教育的日益重視、對面向未來的人才需求不斷成長以及政府大力推廣STEM/STEAM教育,是推動各地區市場成長的主要因素。

人們越來越關注技能型教育和麵向未來的教育。

人們日益意識到技能缺口以及對面向未來的人才的需求,這是推動STEAM教育市場發展的主要動力。雇主尋求具備STEAM教育所培養的批判性思維、創造力、協作能力和問題解決能力的人才。隨著科技的快速發展,教育體系需要讓學生為未來可能尚未出現的工作做好準備。 STEAM教育賦予學生可應用於多個領域的適應性技能。在政府推動科學技術教育的措施下,STEAM計畫正在蓬勃發展,尤其是在新興經濟體。隨著教育與經濟競爭力之間的關聯日益緊密,各級教育對STEAM教育的投資也持續成長。

教育機構資金短缺和資源限制

資金短缺和資源限制是STEAM教育市場發展的主要障礙。實施STEAM計畫需要投資於專用設備、技術基礎設施、實驗室設施和訓練有素的教師。許多學校,尤其是在發展中地區和教育機會有限的地區,缺乏實施全面STEAM計畫的資源。教師培訓和跨學科教學的專業發展也需要進一步投資。在預算緊張的情況下,STEAM中藝術方面的經費通常少於STEM。資源分配的不均導致STEAM教育機會的不平等。這些資金挑戰減緩了市場成長,限制了計畫的擴展,尤其是在資源匱乏的教育系統中。

將新興科技融入STEAM教育

教育科技的快速發展為STEAM教育市場的拓展創造了巨大機會。虛擬實境(VR)和擴增實境(AR)技術能夠帶來身臨其境型的科學探索和工程設計體驗。機器人和程式設計平台提供實踐性強的技術教育。人工智慧驅動的自適應學習平台實現了STEAM教育的個人化。創客空間、3D列印和製造實驗室則支援企劃為基礎學習。教育科技的創新使STEAM教育在各個教育階段都更加普及和引人入勝。隨著技術成本的降低和教育應用的不斷擴展,STEAM教育機構正日益整合這些工具,從而創造新的成長機會。

對傳統教育模式與評鑑制度的抵制

傳統教育模式和評估體系的阻力對STEAM教育市場的成長構成重大威脅。標準化考試和課責制度往往優先考慮傳統學科,而非跨學科和企劃為基礎教學方法。教師培訓計畫可能無法充分培養教師進行STEAM教育的能力。家長的期望和文化價值可能更傾向於傳統課程而非STEAM方法。教育改革面臨制度慣性和變革阻力。對可衡量成果的追求可能會限制STEAM計畫的推廣。這些系統性障礙可能會減緩STEAM教育市場的滲透速度,並影響各級教育的發展。

新型冠狀病毒(COVID-19)的影響:

新冠感染疾病對STEAM教育市場的影響喜憂參半。學校停課和遠距學習加速了教育科技的普及,並增加了數位STEAM資源的可用性。然而,需要專業設備和設施的實踐性STEAM活動卻受到了嚴重干擾。遠距學習環境的獲取差異也影響了STEAM教育的參與度。疫情凸顯了數位技能的重要性,並提高了人們對技術導向型教育的興趣。疫情後,融合數位STEAM資源的混合式和融合式學習模式應運而生。此外,疫情危機也加速了對教育科技的投資,擴大了STEAM教育解決方案的潛在市場。

在預測期內,中等教育領域預計將佔據最大的市場佔有率。

預計在預測期內,中學教育領域將佔據最大的市場佔有率,這主要得益於該教育階段龐大的學生群體以及對職業準備日益成長的重視。中學教育是學生掌握基礎科學、技術、工程、藝術和數學(STEAM)技能並探索職業道路的關鍵階段。在許多國家,全面的科學和數學教育已被納入課程要求。中學入學率的不斷提高,尤其是在發展中地區,正在擴大目標市場。此階段的STEAM課程包括高級課程、實踐實驗室和職業探索。政府在中學階段推廣STEAM教育的措施正在推動市場成長,預計該領域將繼續保持其市場主導地位。

預計在預測期內,線上學習領域將實現最高的複合年成長率。

在預測期內,受網際網路普及率提高、教育科技服務擴展以及人們對數位化教育日益成長的接受度推動,在線學習領域預計將呈現最高的成長率。線上STEAM教育具有便利性、柔軟性和擴充性,能夠惠及服務欠缺地區的學生,並為他們提供自主學習的選擇。虛擬實驗室、模擬和互動平台即使在沒有實體設施的情況下也能提供STEAM實務體驗。線上STEAM課程和計畫在各個教育階段都在加速發展。隨著數位基礎設施的完善和線上教育信譽的提升,線上STEAM教育正經歷所有學習形式中最快的成長。

市佔率最大的地區:

在整個預測期內,北美預計將保持最大的市場佔有率,這得益於其對創新的高度重視、對教育技術的巨額投資以及完善的STEAM專案基礎設施。在美國和加拿大,STEAM教育舉措正在各個教育階段廣泛實施。政府撥款和私人投資支持這些計劃的發展。強大的科技產業推動了對具備STEAM技能的畢業生的需求。教育機構正在將STEAM方法融入他們的課程體系中。憑藉健全的教育體系和技術投資,北美預計將在整個預測期內保持其市場主導地位。

複合年成長率最高的地區:

在預測期內,亞太地區預計將呈現最高的複合年成長率,這主要得益於其龐大的學生群體、政府主導的STEM/STEAM舉措以及教育的快速現代化。包括中國、印度和東南亞國家在內的各國都將科學技術教育視為經濟發展的優先發展方向。政府推行的創新和技術教育政策正在支持相關項目的拓展。中產階級對優質教育投入的增加推動了私立教育的發展。家長和學生對STEAM教育益處的認知不斷提高,也促進了STEAM教育的普及。隨著教育體系的現代化與科技的融合,亞太地區正經歷全球STEAM教育市場成長最快的時期之一。

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目錄

第1章執行摘要

  • 市場概覽及主要亮點
  • 促進因素、挑戰與機遇
  • 競爭格局概述
  • 戰略洞察與建議

第2章:研究框架

  • 研究目標和範圍
  • 相關人員分析
  • 研究假設和限制
  • 調查方法

第3章 市場動態與趨勢分析

  • 市場定義與結構
  • 主要市場促進因素
  • 市場限制與挑戰
  • 投資成長機會和重點領域
  • 產業威脅與風險評估
  • 技術與創新展望
  • 新興市場/高成長市場
  • 監管和政策環境
  • 新冠疫情的影響及復甦前景

第4章:競爭環境與策略評估

  • 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
    • 競爭公司之間的競爭
  • 主要公司市佔率分析
  • 產品基準評效和效能比較

第5章:全球STEAM教育市場:依教育程度分類

  • 學前班
  • 小學教育
  • 中等教育
  • 高等教育
  • 專業教育

第6章:全球STEAM教育市場:依學習模式分類

  • 課堂學習
  • 線上學習
  • 混合式學習

第7章:全球STEAM教育市場:依學科分類

  • 科學
  • 科技
  • 工程
  • 藝術
  • 數學

第8章:全球STEAM教育市場:依最終用戶分類

  • 學校
  • 學院和高等教育機構
  • 培訓機構
  • 企業培訓

第9章:全球STEAM教育市場:按地區分類

  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 英國
    • 德國
    • 法國
    • 義大利
    • 西班牙
    • 荷蘭
    • 比利時
    • 瑞典
    • 瑞士
    • 波蘭
    • 其他歐洲國家
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 韓國
    • 澳洲
    • 印尼
    • 泰國
    • 馬來西亞
    • 新加坡
    • 越南
    • 其他亞太國家
  • 南美洲
    • 巴西
    • 阿根廷
    • 哥倫比亞
    • 智利
    • 秘魯
    • 其他南美國家
  • 世界其他地區(RoW)
    • 中東
      • 沙烏地阿拉伯
      • 阿拉伯聯合大公國
      • 卡達
      • 以色列
      • 其他中東國家
    • 非洲
      • 南非
      • 埃及
      • 摩洛哥
      • 其他非洲國家

第10章 戰略市場資訊

  • 工業價值網路和供應鏈評估
  • 空白區域和機會地圖
  • 產品演進與市場生命週期分析
  • 通路、經銷商和打入市場策略的評估

第11章 產業趨勢與策略舉措

  • 併購
  • 夥伴關係、聯盟和合資企業
  • 新產品發布和認證
  • 擴大生產能力和投資
  • 其他策略舉措

第12章:公司簡介

  • Coursera, Inc.
  • Udemy, Inc.
  • Pearson plc
  • McGraw Hill LLC
  • Stride, Inc.
  • 2U, Inc.
  • Byju's
  • Kahoot!ASA
  • LEGO Education
  • Discovery Education, Inc.
  • Labster ApS
  • Code.org
  • Tynker
  • DreamBox Learning
  • Blackboard Inc.
  • Instructure Holdings, Inc.
  • Robolink Inc.
  • Learning Resources, Inc.
Product Code: SMRC37973

According to Stratistics MRC, the Global STEAM Education Market is accounted for $145.7 billion in 2026 and is expected to reach $448.8 billion by 2034 growing at a CAGR of 15.1% during the forecast period. STEAM education integrates Science, Technology, Engineering, Arts, and Mathematics into interdisciplinary learning approaches that foster creativity, critical thinking, and problem-solving skills. This educational framework extends traditional STEM by incorporating arts and design thinking, preparing students for innovation-driven careers. The market serves preschool, primary, secondary, higher, and professional education levels, delivered through classroom, online, and blended learning modes. Increasing emphasis on skill-based education, growing demand for future-ready workforces, and rising government initiatives promoting STEM/STEAM education are key drivers of market expansion across all regions.

Market Dynamics:

Driver:

Growing emphasis on skill-based and future-ready education

The increasing recognition of the skills gap and the need for future-ready workforces is a primary driver for the STEAM education market. Employers are demanding candidates with critical thinking, creativity, collaboration, and problem-solving abilities that STEAM education develops. The rapid pace of technological advancement requires educational systems to prepare students for jobs that may not yet exist. STEAM education equips students with adaptable skills applicable across multiple disciplines. Government initiatives promoting science and technology education, particularly in emerging economies, are expanding STEAM programs. As the connection between education and economic competitiveness strengthens, investment in STEAM education continues growing across all education levels.

Restraint:

Funding constraints and resource limitations in educational institutions

Limited funding and resource constraints represent significant restraints for STEAM education market growth. Implementation of STEAM programs requires investment in specialized equipment, technology infrastructure, laboratory facilities, and trained educators. Many schools, particularly in developing regions and underserved communities, lack resources for comprehensive STEAM programs. Teacher training and professional development for interdisciplinary instruction require additional investment. The arts component of STEAM often receives less funding than STEM components in budget-constrained environments. Disparities in resource allocation create inequalities in STEAM education access. These funding challenges slow market growth and limit program expansion, particularly in resource-constrained educational systems.

Opportunity:

Integration of emerging technologies in STEAM education

The rapid advancement of educational technologies presents significant opportunities for STEAM education market expansion. Virtual and augmented reality enables immersive science exploration and engineering design experiences. Robotics and coding platforms provide hands-on technology education. AI-powered adaptive learning platforms personalize STEAM instruction. Makerspaces, 3D printing, and fabrication laboratories enable project-based learning. EdTech innovations are making STEAM education more accessible and engaging across all education levels. As technology costs decrease and educational applications expand, STEAM education providers increasingly integrate these tools, creating new growth opportunities.

Threat:

Resistance from traditional educational paradigms and assessment systems

Resistance from traditional educational paradigms and assessment systems poses significant threats to STEAM education market growth. Standardized testing and accountability systems often prioritize conventional academic subjects over interdisciplinary, project-based approaches. Teacher preparation programs may not adequately equip educators for STEAM instruction. Parental expectations and cultural attitudes may favor traditional education pathways over STEAM approaches. Educational reforms face institutional inertia and resistance to change. The pressure to demonstrate measurable outcomes may limit STEAM program adoption. These systemic barriers may slow STEAM education market penetration, affecting growth across education levels.

Covid-19 Impact:

The COVID-19 pandemic had a mixed impact on STEAM education markets. School closures and remote learning accelerated EdTech adoption, increasing digital STEAM resource availability. However, hands-on STEAM activities requiring specialized equipment and facilities faced significant disruption. Access disparities in remote learning environments affected STEAM education participation. The pandemic highlighted the importance of digital skills, increasing interest in technology-focused education. Post-pandemic, hybrid and blended learning models incorporating digital STEAM resources have emerged. The crisis also accelerated education technology investment, expanding the addressable market for STEAM education solutions.

The Secondary Education segment is expected to be the largest during the forecast period

The Secondary Education segment is expected to account for the largest market share during the forecast period, driven by the largest student population in this education level and increasing emphasis on career preparation. Secondary education represents the critical stage where students develop foundational STEAM competencies and explore career pathways. Curriculum requirements in many countries include comprehensive science and mathematics education. Growing enrollment rates at secondary level, particularly in developing regions, expand the addressable market. STEAM programs at this level include advanced coursework, laboratory experiences, and career exploration. Government initiatives promoting STEAM education at secondary level support market growth, ensuring this segment maintains dominant market position.

The Online Learning segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the Online Learning segment is predicted to witness the highest growth rate, fueled by increasing internet penetration, expanding EdTech offerings, and growing acceptance of digital education. Online STEAM education offers accessibility, flexibility, and scalability, reaching students in underserved areas and providing self-paced learning options. Virtual labs, simulations, and interactive platforms enable hands-on STEAM experiences without physical facilities. The growth of online STEAM courses and programs is accelerating across all education levels. As digital infrastructure improves and online education gains credibility, online STEAM education delivers the fastest learning mode growth.

Region with largest share:

During the forecast period, the North America region is expected to hold the largest market share, supported by strong emphasis on innovation, significant education technology investment, and established STEAM program infrastructure. The United States and Canada have extensive STEAM education initiatives across all education levels. Government funding and private investment support program development. Strong technology sector presence drives demand for STEAM-skilled graduates. Educational institutions have integrated STEAM approaches across curricula. With robust education systems and technology investment, North America maintains its dominant market position throughout the forecast period.

Region with highest CAGR:

Over the forecast period, the Asia-Pacific region is anticipated to exhibit the highest CAGR, driven by large student populations, government STEM/STEAM initiatives, and rapid education modernization. Countries including China, India, and Southeast Asian nations are prioritizing science and technology education for economic development. Government policies promoting innovation and technology education support program expansion. Rising middle-class investment in quality education drives private education growth. Growing awareness of STEAM education benefits among parents and students supports adoption. As education systems modernize and technology integration expands, Asia Pacific delivers the fastest STEAM education market growth globally.

Key players in the market

Some of the key players in STEAM Education Market include Coursera, Inc., Udemy, Inc., Pearson plc, McGraw Hill LLC, Stride, Inc., 2U, Inc., Byju's, Kahoot! ASA, LEGO Education, Discovery Education, Inc., Labster ApS, Code.org, Tynker, DreamBox Learning, Blackboard Inc., Instructure Holdings, Inc., Robolink Inc., and Learning Resources, Inc.

Key Developments:

In June 2026, LEGO Education announced that its long-standing corporate partnership with FIRST(R) will formally conclude after the 2026-2027 competitive season. Moving forward, the company is independently designing its own 2027-2028 global competition format to integrate advanced physical computing, AI literacy frameworks, and hands-on robotics.

In May 2026, Coursera officially completed its massive corporate merger with Udemy, consolidating their respective university, workforce skilling, and enterprise training segments to capture greater market share.

In March 2026, Discovery Education introduced its 2026 "Science Techbook" update, embedding specific, real-world "STEAM Project" and "STEAM Careers" cross-curricular activities alongside phenomena-driven storylines to build math and literacy skills in a single workflow.

Education Levels Covered:

  • Preschool
  • Primary Education
  • Secondary Education
  • Higher Education
  • Professional Education

Learning Modes Covered:

  • Classroom Learning
  • Online Learning
  • Blended Learning

Subjects Covered:

  • Science
  • Technology
  • Engineering
  • Arts
  • Mathematics

End Users Covered:

  • Schools
  • Colleges and Universities
  • Training Institutes
  • Corporate Learning

Regions Covered:

  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • United Kingdom
    • Germany
    • France
    • Italy
    • Spain
    • Netherlands
    • Belgium
    • Sweden
    • Switzerland
    • Poland
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
    • Thailand
    • Malaysia
    • Singapore
    • Vietnam
    • Rest of Asia Pacific
  • South America
    • Brazil
    • Argentina
    • Colombia
    • Chile
    • Peru
    • Rest of South America
  • Rest of the World (RoW)
    • Middle East
  • Saudi Arabia
  • United Arab Emirates
  • Qatar
  • Israel
  • Rest of Middle East
    • Africa
  • South Africa
  • Egypt
  • Morocco
  • Rest of 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 2023, 2024, 2025, 2026, 2027, 2028, 2030, 2032 and 2034
  • 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

  • 1.1 Market Snapshot and Key Highlights
  • 1.2 Growth Drivers, Challenges, and Opportunities
  • 1.3 Competitive Landscape Overview
  • 1.4 Strategic Insights and Recommendations

2 Research Framework

  • 2.1 Study Objectives and Scope
  • 2.2 Stakeholder Analysis
  • 2.3 Research Assumptions and Limitations
  • 2.4 Research Methodology
    • 2.4.1 Data Collection (Primary and Secondary)
    • 2.4.2 Data Modeling and Estimation Techniques
    • 2.4.3 Data Validation and Triangulation
    • 2.4.4 Analytical and Forecasting Approach

3 Market Dynamics and Trend Analysis

  • 3.1 Market Definition and Structure
  • 3.2 Key Market Drivers
  • 3.3 Market Restraints and Challenges
  • 3.4 Growth Opportunities and Investment Hotspots
  • 3.5 Industry Threats and Risk Assessment
  • 3.6 Technology and Innovation Landscape
  • 3.7 Emerging and High-Growth Markets
  • 3.8 Regulatory and Policy Environment
  • 3.9 Impact of COVID-19 and Recovery Outlook

4 Competitive and Strategic Assessment

  • 4.1 Porter's Five Forces Analysis
    • 4.1.1 Supplier Bargaining Power
    • 4.1.2 Buyer Bargaining Power
    • 4.1.3 Threat of Substitutes
    • 4.1.4 Threat of New Entrants
    • 4.1.5 Competitive Rivalry
  • 4.2 Market Share Analysis of Key Players
  • 4.3 Product Benchmarking and Performance Comparison

5 Global STEAM Education Market, By Education Level

  • 5.1 Preschool
  • 5.2 Primary Education
  • 5.3 Secondary Education
  • 5.4 Higher Education
  • 5.5 Professional Education

6 Global STEAM Education Market, By Learning Mode

  • 6.1 Classroom Learning
  • 6.2 Online Learning
  • 6.3 Blended Learning

7 Global STEAM Education Market, By Subject

  • 7.1 Science
  • 7.2 Technology
  • 7.3 Engineering
  • 7.4 Arts
  • 7.5 Mathematics

8 Global STEAM Education Market, By End User

  • 8.1 Schools
  • 8.2 Colleges and Universities
  • 8.3 Training Institutes
  • 8.4 Corporate Learning

9 Global STEAM Education Market, By Geography

  • 9.1 North America
    • 9.1.1 United States
    • 9.1.2 Canada
    • 9.1.3 Mexico
  • 9.2 Europe
    • 9.2.1 United Kingdom
    • 9.2.2 Germany
    • 9.2.3 France
    • 9.2.4 Italy
    • 9.2.5 Spain
    • 9.2.6 Netherlands
    • 9.2.7 Belgium
    • 9.2.8 Sweden
    • 9.2.9 Switzerland
    • 9.2.10 Poland
    • 9.2.11 Rest of Europe
  • 9.3 Asia Pacific
    • 9.3.1 China
    • 9.3.2 Japan
    • 9.3.3 India
    • 9.3.4 South Korea
    • 9.3.5 Australia
    • 9.3.6 Indonesia
    • 9.3.7 Thailand
    • 9.3.8 Malaysia
    • 9.3.9 Singapore
    • 9.3.10 Vietnam
    • 9.3.11 Rest of Asia Pacific
  • 9.4 South America
    • 9.4.1 Brazil
    • 9.4.2 Argentina
    • 9.4.3 Colombia
    • 9.4.4 Chile
    • 9.4.5 Peru
    • 9.4.6 Rest of South America
  • 9.5 Rest of the World (RoW)
    • 9.5.1 Middle East
      • 9.5.1.1 Saudi Arabia
      • 9.5.1.2 United Arab Emirates
      • 9.5.1.3 Qatar
      • 9.5.1.4 Israel
      • 9.5.1.5 Rest of Middle East
    • 9.5.2 Africa
      • 9.5.2.1 South Africa
      • 9.5.2.2 Egypt
      • 9.5.2.3 Morocco
      • 9.5.2.4 Rest of Africa

10 Strategic Market Intelligence

  • 10.1 Industry Value Network and Supply Chain Assessment
  • 10.2 White-Space and Opportunity Mapping
  • 10.3 Product Evolution and Market Life Cycle Analysis
  • 10.4 Channel, Distributor, and Go-to-Market Assessment

11 Industry Developments and Strategic Initiatives

  • 11.1 Mergers and Acquisitions
  • 11.2 Partnerships, Alliances, and Joint Ventures
  • 11.3 New Product Launches and Certifications
  • 11.4 Capacity Expansion and Investments
  • 11.5 Other Strategic Initiatives

12 Company Profiles

  • 12.1 Coursera, Inc.
  • 12.2 Udemy, Inc.
  • 12.3 Pearson plc
  • 12.4 McGraw Hill LLC
  • 12.5 Stride, Inc.
  • 12.6 2U, Inc.
  • 12.7 Byju's
  • 12.8 Kahoot! ASA
  • 12.9 LEGO Education
  • 12.10 Discovery Education, Inc.
  • 12.11 Labster ApS
  • 12.12 Code.org
  • 12.13 Tynker
  • 12.14 DreamBox Learning
  • 12.15 Blackboard Inc.
  • 12.16 Instructure Holdings, Inc.
  • 12.17 Robolink Inc.
  • 12.18 Learning Resources, Inc.

List of Tables

  • Table 1 Global STEAM Education Market Outlook, By Region (2023-2034) ($MN)
  • Table 2 Global STEAM Education Market Outlook, By Education Level (2023-2034) ($MN)
  • Table 3 Global STEAM Education Market Outlook, By Preschool (2023-2034) ($MN)
  • Table 4 Global STEAM Education Market Outlook, By Primary Education (2023-2034) ($MN)
  • Table 5 Global STEAM Education Market Outlook, By Secondary Education (2023-2034) ($MN)
  • Table 6 Global STEAM Education Market Outlook, By Higher Education (2023-2034) ($MN)
  • Table 7 Global STEAM Education Market Outlook, By Professional Education (2023-2034) ($MN)
  • Table 8 Global STEAM Education Market Outlook, By Learning Mode (2023-2034) ($MN)
  • Table 9 Global STEAM Education Market Outlook, By Classroom Learning (2023-2034) ($MN)
  • Table 10 Global STEAM Education Market Outlook, By Online Learning (2023-2034) ($MN)
  • Table 11 Global STEAM Education Market Outlook, By Blended Learning (2023-2034) ($MN)
  • Table 12 Global STEAM Education Market Outlook, By Subject (2023-2034) ($MN)
  • Table 13 Global STEAM Education Market Outlook, By Science (2023-2034) ($MN)
  • Table 14 Global STEAM Education Market Outlook, By Technology (2023-2034) ($MN)
  • Table 15 Global STEAM Education Market Outlook, By Engineering (2023-2034) ($MN)
  • Table 16 Global STEAM Education Market Outlook, By Arts (2023-2034) ($MN)
  • Table 17 Global STEAM Education Market Outlook, By Mathematics (2023-2034) ($MN)
  • Table 18 Global STEAM Education Market Outlook, By End User (2023-2034) ($MN)
  • Table 19 Global STEAM Education Market Outlook, By Schools (2023-2034) ($MN)
  • Table 20 Global STEAM Education Market Outlook, By Colleges and Universities (2023-2034) ($MN)
  • Table 21 Global STEAM Education Market Outlook, By Training Institutes (2023-2034) ($MN)
  • Table 22 Global STEAM Education Market Outlook, By Corporate Learning (2023-2034) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Rest of the World (RoW) Regions are also represented in the same manner as above.