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市场调查报告书
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1889271

STEAM问题导向学习平台市场预测至2032年:按学习类型、学科、最终用户和地区分類的全球分析

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个工作天内

价格

根据 Stratistics MRC 的研究,全球 STEAM 基于问题的学习平台市场预计到 2025 年将达到 47 亿美元,到 2032 年将达到 103 亿美元,在预测期内的复合年增长率为 12%。

STEAM问题导向学习(PBL)平台是一种教育工具和数位环境,它提供实践性强、协作性高的学习体验,融合了科学、技术、工程、艺术和数学(STEAM)。这些平台使学生能够参与真实世界的计划,在实践情境中应用理论知识,同时培养批判性思考、创造力和问题解决能力。 STEAM PBL平台强调实验方法、跨学科学习和迭代设计,支援个人化学习路径、教师指导和进展追踪。它们通常整合了虚拟实验室、模拟、协作空间和评估工具等资源,使STEAM教育更具互动性、吸引力,并与21世纪技能发展相契合。

数位学习平台的普及应用日益广泛

学校和大学正在将基于问题的学习融入线上环境,以提升学生的创造力和问题解决能力。企业正在采用以STEAM(科学、技术、工程、艺术和数学)为核心的平台,以促进员工创新和跨学科合作。数位化优先的解决方案为使用者提供了可扩展的互动计划存取管道,涵盖科学、技术、工程、艺术和数学等领域。对混合式学习日益增长的需求正在推动企划为基础的学习模式的普及。各国政府和非政府组织正在推广旨在提升劳动力就业能力的数位化教育倡议。因此,数位化学习的普及正在推动市场成长。

高昂的安装和使用费用

先进的STEAM平台需要对数位基础设施、内容开发和教师培训进行投资。发展中地区的小规模机构和学校难以负担高级订阅费用。有限的预算限制了基于问题的学习倡议的扩充性。来自低成本替代方案的竞争压力降低了投资高阶解决方案的意愿。如果没有补助或机构支持,这些平台的普及很可能集中在富裕的学校和企业。因此,高成本限制了市场扩张。

对个人化教育解决方案的需求日益增长

基于问题的学习平台正越来越多地利用人工智慧来提供满足学生个人化需求的计划。个人化模组能够提高学生的参与度,并改善来自不同背景学生的学习成果。对自适应学习日益增长的需求与以STEAM(科学、技术、工程、艺术和数学)为重点的平台不谋而合。企业可以从客製化的创新计划中受益,这些专案能够提升员工的创造力。政府和教育机构支持个人化学习倡议,以提高就业能力。因此,对个人化教育的需求正在催生市场机会。

资料隐私和网路安全问题

教育平台会收集高度敏感的数据,包括学习者的表现指标、计划成果和个人资讯。这些资料的外洩或滥用会削弱学生、家长和教育机构之间的信任。诸如GDPR和COPPA等法规结构提出了严格的合规要求,并增加了营运的复杂性。小规模企业往往缺乏实施强而有力的网路安全措施所需的资源,而针对教育平台的网路攻击日益增多,进一步加剧了这种风险。因此,隐私问题正在阻碍市场成长。

新冠疫情的影响:

新冠疫情对STEAM(科学、技术、工程、艺术和数学)问题导向学习平台市场产生了变革性影响。封锁和远距学习加速了全球数位化计划式学习解决方案的普及。学生和专业人士纷纷转向线上平台,以在疫情衝击下继续进行协作学习。各国政府和教育机构加强了对数位化STEAM专案的投入,以减少学习延误。然而,设备和网路连接的普及程度差异阻碍了在农村和低收入地区采用这些解决方案的速度。疫情凸显了扩充性、柔软性和跨学科学习系统的重要性。

预计在预测期内,混合模式细分市场将占据最大的市场份额。

预计在预测期内,混合模式将占据最大的市场份额,这主要得益于混合式学习环境的需求。学校和大学正越来越多地采用将课堂教学与数位化企划为基础模组相结合的混合平台。对数位化学习日益增长的需求正在推动混合模式的发展。该领域受益于机构的大力投资和政府支持的数位化教育倡议。人工智慧和云端基础交付的融合提高了可访问性和扩充性。企业也倾向于采用混合模式来平衡面对面协作和远端创新计划。

预计在预测期内,跨学科创新计划领域将呈现最高的复合年增长率。

跨学科创新计划领域预计将在预测期内实现最高成长率,反映出市场对跨学科合作的强劲需求。学生和专业人士越来越多地参与融合科学、技术、工程、艺术和数学(STEM)的计划中。对个人化教育日益增长的需求正在加速该领域的发展。人工智慧驱动的计划设计技术的进步正在增强跨学科平台的竞争优势。企业创新实验室和大学调查计画的蓬勃发展也为该领域带来了正面影响。各国政府和非政府组织正在大力推广跨领域教育,以提升劳动力的创造力。

占比最大的地区:

由于强大的机构投资和先进的教育科技基础设施,预计北美将在预测期内保持最大的市场份额。美国和加拿大的学校和企业广泛采用问题导向学习(PBL)正在推动这一领域的普及。政府推广STEM和STEAM教育的措施也正在推动这一领域的发展。主要教育科技公司的存在和持续创新正在巩固该地区的主导地位。对混合模式的强劲需求正在推动成长。成熟的数位学习生态系统正在进一步扩大平台的使用范围。

复合年增长率最高的地区:

预计亚太地区在预测期内将实现最高的复合年增长率,这主要得益于智慧型手机的快速普及和对灵活教育需求的激增。中国、印度和日本等国家正大力投资STEAM(科学、技术、工程、艺术和数学)问题导向学习平台。不断壮大的中产阶级和日益增长的可支配收入正在推动优质学习方式的普及。政府为促进数位素养和跨学科教育而推出的措施也进一步推动了成长。本土Start-Ups和跨国公司正在投资扩充性的、行动优先的、企划为基础的解决方案。移动优先生态系统的发展正在为区域扩张注入新的动力。

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目录

第一章执行摘要

第二章 前言

  • 摘要
  • 相关利益者
  • 调查范围
  • 调查方法
  • 研究材料

第三章 市场趋势分析

  • 司机
  • 抑制因素
  • 机会
  • 威胁
  • 终端用户分析
  • 新兴市场
  • 新冠疫情的感染疾病

第四章 波特五力分析

  • 供应商的议价能力
  • 买方的议价能力
  • 替代品的威胁
  • 新进入者的威胁
  • 竞争对手之间的竞争

第五章 全球STEAM问题解决学习平台市场(依学习类型划分)

  • 线上平台
  • 混合模式
  • 线下+线上整合项目
  • 计划工具包 + 数位配套应用程式
  • 其他学习形式

6. 全球 STEAM 问题导向学习平台市场(依学科划分)

  • 科学与工程计划
  • 技术/编码计划
  • 艺术与设计思维计划
  • 数学与数据计划
  • 跨学科创新计划
  • 机器人与自动化计划
  • 其他主题

7. 全球 STEAM 问题导向学习平台市场(依最终用户划分)

  • 学校和大学
  • 公司/企业
  • 政府和非政府组织
  • 个别学习者
  • 教育科技提供者和培训机构
  • 其他最终用户

8. 全球 STEAM 问题导向学习平台市场(按地区划分)

  • 北美洲
    • 美国
    • 加拿大
    • 墨西哥
  • 欧洲
    • 德国
    • 英国
    • 义大利
    • 法国
    • 西班牙
    • 其他欧洲
  • 亚太地区
    • 日本
    • 中国
    • 印度
    • 澳洲
    • 纽西兰
    • 韩国
    • 其他亚太地区
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 南美洲其他地区
  • 中东和非洲
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 卡达
    • 南非
    • 其他中东和非洲地区

第九章:重大发展

  • 协议、伙伴关係、合作和合资企业
  • 併购
  • 新产品发布
  • 业务拓展
  • 其他关键策略

第十章:企业概况

  • 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.