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Programmable Robots for STEAM Learning Tools Market by Type (Primary Education, Secondary Education), Component (Hardware, Software), Distribution - Global Forecast 2025-2030

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STEAM ÇнÀ Åø¿ë ÇÁ·Î±×·¡¸Óºí ·Îº¿ ½ÃÀåÀÇ 2023³â ½ÃÀå ±Ô¸ð´Â 6¾ï 5,039¸¸ ´Þ·¯, 2024³â¿¡´Â 7¾ï 5,484¸¸ ´Þ·¯¿¡ À̸¦ °ÍÀ¸·Î ¿¹ÃøµÇ¸ç, 2030³â¿¡´Â CAGR 16.47%·Î ¼ºÀåÇØ 18¾ï 9,202¸¸ ´Þ·¯¿¡ µµ´ÞÇÒ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù.

STEAM(°úÇÐ, ±â¼ú, ¿£Áö´Ï¾î¸µ, ¿¹¼ú, ¼öÇÐ) ÇнÀ µµ±¸·Î¼­ÀÇ ÇÁ·Î±×·¡¸Óºí ·Îº¿ÀÇ ÀáÀç·ÂÀº »óÈ£ ÀÛ¿ëÇÏ°í ½Ç¿ëÀûÀÎ ÇнÀ °æÇèÀ» °­È­ÇÏ¿© ±³À° ÇÁ·¹ÀÓ ¿öÅ©¿¡ Çõ¸íÀ» ÀÏÀ¸Å³ ¼ö ÀÖ½À´Ï´Ù. ·Îº¿Àº ´Ù¾çÇÑ ÀÎÁö ¼öÁذú ¿¬·É´ë¿¡ ¾îÇÊÇÏ´Â ÄÚµù ¹× Á¶¸³ ÀÛ¾÷À» ÅëÇØ ÀÌ·¯ÇÑ ºÐ¾ß¿¡ °ÉÃÄ º¹ÀâÇÑ °³³äÀ» °¡¸£Ä¡µµ·Ï ¼³°èµÇ¾ú½À´Ï´Ù. ÀÌ·¯ÇÑ µµ±¸ÀÇ ¿ä±¸´Â µðÁöÅÐ ¸®ÅÍ·¯½Ã¿Í ±³À°ÀÇ ±â¼ú ÅëÇÕ¿¡ ÁßÁ¡ À»µÎ°í Àֱ⠶§¹®¿¡ ±³½Ç, °ú¿Ü ÇÁ·Î±×·¥ ¹× Ȩ ½ºÄ𸵠ȯ°æ¿¡¼­ÀÇ ÀÀ¿ëÀÌ °­Á¶µÇ°í ÀÖ½À´Ï´Ù. ÀÌ ½ÃÀåÀº Çлý¿¡°Ô 21¼¼±âÇüÀÇ Çʼö ½ºÅ³À» ÀÍÈ÷·Á°í ÇÏ´Â ÃÊµî ¹× ÁߵÀ°±â°üÀ» Æ÷ÇÔÇÑ ÃÖÁ¾»ç¿ëÀÚ¿¡ ÀÇÇØ È®´ëµÇ°í ÀÖ½À´Ï´Ù. »çȸ¸¦ À§ÇÑ Àú·ÅÇÑ ¸ðµ¨À» °³¹ßÇϰí ÇнÀ °æÇèÀ» °³º°È­ÇÒ ¼ö ÀÖ´Â °í±Þ ¼ÒÇÁÆ®¿þ¾î¸¦ ÅëÇÕÇÏ´Â °ÍÀÔ´Ï´Ù. ÀÌ·¯ÇÑ µµ±¸¸¦ Ä¿¸®Å§·³¿¡ È¿°úÀûÀ¸·Î ÅëÇÕÇϱâ À§ÇÑ ±³À°ÀÚÀÇ À°¼º ºÎÁ·, ±³À° ȯ°æ¿¡ µû¶ó ±â¼ú ÀÎÇÁ¶óÀÇ ¼öÁØÀÌ ´Þ¶óÁú ¼ö ÀÖ½À´Ï´Ù. ÀÌ ºÐ¾ßÀÇ ±â¼ú Çõ½ÅÀº ÇлýÀÇ Áøº¸¿¡ ¸ÂÃß¾î ÁøÈ­ÇÒ ¼ö ÀÖ´Â ÀûÀÀÇü ÇнÀ Ç÷§ÆûÀÇ ±¸Ãà°ú Çö½Ç ¼¼°èÀÇ ¹®Á¦ ÇØ°á ½Ã³ª¸®¿À¿¡ ·Îº¿ °øÇÐÀ» ÅëÇÕÇÑ ºÐ¾ß Ⱦ´ÜÀû Ä¿¸®Å§·³ÀÇ °³¹ß¿¡ ÃÊÁ¡À» ¸ÂÃß¾î¾ß ÇÕ´Ï´Ù. ±â¼ú¿¡ Àͼ÷ÇÏÁö ¾ÊÀº ±³À°ÀÚ¸¦À§ÇÑ »ç¿ëÀÚ ÀÎÅÍÆäÀ̽º µðÀÚÀÎ °­È­ ¹× º¿ Á¦Á¶¸¦ À§ÇÑ Ä£È¯°æ ¼ÒÀçÀÇ Å½±¸¸¦ ¿ì¼±½ÃÇÒ ¼ö ÀÖ´Ù°í »ý°¢µË´Ï´Ù. µû¶ó¼­ Áö¼ÓÀûÀÎ Á¦Ç° ÁøÈ­¿Í ½Å·Ú¼º°ú ½ÃÀå µµ´Þ ¹üÀ§¸¦ °­È­Çϱâ À§ÇØ ±³À° ±â°ü°ú Àü·«Àû Á¦ÈÞ°¡ ÇÊ¿äÇÕ´Ï´Ù.

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½ÃÀå ¿ªÇÐ: ºü¸£°Ô ÁøÈ­ÇÏ´Â STEAM ÇнÀ Åø¿ë ÇÁ·Î±×·¡¸Óºí ·Îº¿ ½ÃÀåÀÇ ÁÖ¿ä ½ÃÀå ÀλçÀÌÆ® °ø°³

STEAM ÇнÀ Åø¿ë ÇÁ·Î±×·¡¸Óºí ·Îº¿ ½ÃÀåÀº ¼ö¿ä ¹× °ø±ÞÀÇ ¿ªµ¿ÀûÀÎ »óÈ£ÀÛ¿ë¿¡ ÀÇÇØ º¯¸ð¸¦ ÀÌ·ç°í ÀÖ½À´Ï´Ù. ÀÇ»ç °áÁ¤, »õ·Î¿î ºñÁî´Ï½º ±âȸ ȹµæ ÀÌ·¯ÇÑ µ¿ÇâÀ» Á¾ÇÕÀûÀ¸·Î ÆÄ¾ÇÇÔÀ¸·Î½á ±â¾÷Àº Á¤Ä¡Àû, Áö¸®Àû, ±â¼úÀû, »çȸÀû, °æÁ¦Àû ¿µ¿ª¿¡ °ÉÄ£ ´Ù¾çÇÑ À§ÇèÀ» ¿ÏÈ­ÇÒ ¼ö ÀÖÀ¸¸ç, ¼Òºñ ÀÚ Çൿ°ú ±×°ÍÀÌ Á¦Á¶ ºñ¿ë°ú ±¸¸Å µ¿Çâ¿¡ ¹ÌÄ¡´Â ¿µÇâÀ» ´õ¿í ¸íÈ®ÇÏ°Ô ÀÌÇØÇÒ ¼ö ÀÖ½À´Ï´Ù.

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Portre's Five Forces: STEAM ÇнÀ Åø¿ë ÇÁ·Î±×·¡¸Óºí ·Îº¿ ½ÃÀåÀ» Ž»öÇÏ´Â Àü·« µµ±¸

Porter's Five Forces ÇÁ·¹ÀÓ ¿öÅ©´Â ½ÃÀå »óȲ°æÀï ±¸µµ¸¦ ÀÌÇØÇÏ´Â Áß¿äÇÑ µµ±¸ÀÔ´Ï´Ù. Porter's Five Force Framework´Â ±â¾÷ÀÇ °æÀï·ÂÀ» Æò°¡Çϰí Àü·«Àû ±âȸ¸¦ ޱ¸ÇÏ´Â ¸íÈ®ÇÑ ±â¼úÀ» Á¦°øÇÕ´Ï´Ù. ÀÌ ÇÁ·¹ÀÓ¿öÅ©´Â ±â¾÷ÀÌ ½ÃÀå ³» ¼¼·Âµµ¸¦ Æò°¡ÇÏ°í ½Å±Ô »ç¾÷ÀÇ ¼öÀͼºÀ» ÆÇ´ÜÇÏ´Â µ¥ µµ¿òÀÌ µË´Ï´Ù. ÀÌ·¯ÇÑ ÅëÂûÀ» ÅëÇØ ±â¾÷Àº ÀÚ»çÀÇ °­Á¡À» Ȱ¿ëÇϰí, ¾àÁ¡À» ÇØ°áÇϰí, ÀáÀçÀûÀÎ °úÁ¦¸¦ ÇÇÇÒ ¼ö ÀÖÀ¸¸ç, º¸´Ù °­ÀÎÇÑ ½ÃÀå¿¡¼­ÀÇ Æ÷Áö¼Å´×À» º¸ÀåÇÒ ¼ö ÀÖ½À´Ï´Ù.

PESTLE ºÐ¼® : STEAM ÇнÀ Åø¿ë ÇÁ·Î±×·¡¸Óºí ·Îº¿ ½ÃÀå¿¡¼­ ¿ÜºÎ·ÎºÎÅÍÀÇ ¿µÇâ ÆÄ¾Ç

¿ÜºÎ °Å½ÃÀû ȯ°æ ¿äÀÎÀº STEAM ÇнÀ ÅøÀ» À§ÇÑ ÇÁ·Î±×·¡¸Óºí ·Îº¿ ½ÃÀåÀÇ ¼º°ú ¿ªÇÐÀ» Çü¼ºÇϴµ¥ ¸Å¿ì Áß¿äÇÑ ¿ªÇÒÀ» ÇÕ´Ï´Ù. Á¤Ä¡Àû, °æÁ¦Àû, »çȸÀû, ±â¼úÀû, ¹ýÀû, ȯ°æÀû ¿äÀÎ ºÐ¼®Àº ÀÌ·¯ÇÑ ¿µÇâÀ» Ž»öÇÏ´Â µ¥ ÇÊ¿äÇÑ Á¤º¸¸¦ Á¦°øÇÕ´Ï´Ù. PESTLE ¿äÀÎÀ» Á¶»çÇÔÀ¸·Î½á ±â¾÷Àº ÀáÀçÀûÀÎ À§Çè°ú ±âȸ¸¦ ´õ Àß ÀÌÇØÇÒ ¼ö ÀÖ½À´Ï´Ù. ÀÌ ºÐ¼®À» ÅëÇØ ±â¾÷Àº ±ÔÁ¦, ¼ÒºñÀÚ ¼±È£, °æÁ¦ µ¿ÇâÀÇ º¯È­¸¦ ¿¹ÃøÇÏ°í ¾ÕÀ¸·Î ¿¹»óµÇ´Â Àû±ØÀûÀÎ ÀÇ»ç °áÁ¤À» ÇÒ Áغñ¸¦ ÇÒ ¼ö ÀÖ½À´Ï´Ù.

½ÃÀå Á¡À¯À² ºÐ¼® : STEAM ÇнÀ Åø¿ë ÇÁ·Î±×·¡¸Óºí ·Îº¿ ½ÃÀå °æÀï ±¸µµ ÆÄ¾Ç

STEAM ÇнÀ Åø¿ë ÇÁ·Î±×·¡¸Óºí ·Îº¿ ½ÃÀåÀÇ »ó¼¼ÇÑ ½ÃÀå Á¡À¯À² ºÐ¼®À» ÅëÇØ °ø±Þ¾÷üÀÇ ¼º°ú¸¦ Á¾ÇÕÀûÀ¸·Î Æò°¡ÇÒ ¼ö ÀÖ½À´Ï´Ù. ±â¾÷Àº ¼öÀÍ, °í°´ ±â¹Ý, ¼ºÀå·ü µî ÁÖ¿ä ÁöÇ¥¸¦ ºñ±³ÇÏ¿© °æÀï Æ÷Áö¼Å´×À» ¹àÈú ¼ö ÀÖ½À´Ï´Ù. ÀÌ ºÐ¼®À» ÅëÇØ ½ÃÀå ÁýÁß, ´ÜÆíÈ­, ÅëÇÕ µ¿ÇâÀ» ¹àÇô³»°í °ø±Þ¾÷ü´Â °æÀïÀÌ Ä¡¿­ÇØÁö¸é¼­ ÀÚ»çÀÇ ÁöÀ§¸¦ ³ôÀÌ´Â Àü·«Àû ÀÇ»ç °áÁ¤À» ³»¸®´Â µ¥ ÇÊ¿äÇÑ Áö½ÄÀ» ¾òÀ» ¼ö ÀÖ½À´Ï´Ù.

FPNV Æ÷Áö¼Å´× ¸ÅÆ®¸¯½º : STEAM ÇнÀ Åø¿ë ÇÁ·Î±×·¡¸Óºí ·Îº¿ ½ÃÀå¿¡¼­ °ø±Þ¾÷üÀÇ ¼º´É Æò°¡

FPNV Æ÷Áö¼Å´× ¸ÅÆ®¸¯½º´Â STEAM ÇнÀ Åø¿ë ÇÁ·Î±×·¡¸Óºí ·Îº¿ ½ÃÀå¿¡¼­ º¥´õ¸¦ Æò°¡Çϱâ À§ÇÑ Áß¿äÇÑ ÅøÀÔ´Ï´Ù. ÃæºÐÇÑ Á¤º¸¸¦ ¹ÙÅÁÀ¸·Î ÀÇ»ç °áÁ¤À» ³»¸± ¼ö ÀÖ½À´Ï´Ù.

Àü·« ºÐ¼® ¹× ±ÇÀå : STEAM ÇнÀ Åø¿ë ÇÁ·Î±×·¡¸Óºí ·Îº¿ ½ÃÀå¿¡¼­ ¼º°øÀ» À§ÇÑ ±æÀ» ±×¸®±â

STEAM ÇнÀ Åø¿ë ÇÁ·Î±×·¡¸Óºí ·Îº¿ ½ÃÀåÀÇ Àü·« ºÐ¼®Àº ¼¼°è ½ÃÀå¿¡¼­ÀÇ ÇÁ·¹Á𽺠°­È­¸¦ ¸ñÇ¥·Î ÇÏ´Â ±â¾÷¿¡ ÀÖ¾î ÇʼöÀûÀÎ ¿ä¼ÒÀÔ´Ï´Ù. ÀÌ Á¢±Ù¹ýÀ» ÅëÇØ °æÀï ±¸µµ¿¡¼­ °úÁ¦¸¦ ±Øº¹ÇÏ°í »õ·Î¿î ºñÁî´Ï½º ±âȸ¸¦ Ȱ¿ëÇÏ¿© Àå±âÀûÀÎ ¼º°øÀ» ÀÌ·ç±âÀ§ÇÑ ½Ã½ºÅÛÀ» ±¸Ãà ÇÒ ¼ö ÀÖ½À´Ï´Ù.

ÀÌ º¸°í¼­´Â ÁÖ¿ä °ü½É ºÐ¾ß¸¦ Æ÷°ýÇÏ´Â ½ÃÀåÀÇ Á¾ÇÕÀûÀÎ ºÐ¼®À» Á¦°øÇÕ´Ï´Ù.

1. ½ÃÀå ħÅõ: ÇöÀç ½ÃÀå ȯ°æÀÇ »ó¼¼ÇÑ °ËÅä, ÁÖ¿ä ±â¾÷ÀÇ ±¤¹üÀ§ÇÑ µ¥ÀÌÅÍ, ½ÃÀå µµ´Þ¹üÀ§ ¹× Àü¹ÝÀûÀÎ ¿µÇâ·Â Æò°¡.

2. ½ÃÀå °³Ã´µµ: ½ÅÈï ½ÃÀåÀÇ ¼ºÀå ±âȸ¸¦ ÆÄ¾ÇÇÏ°í ±âÁ¸ ºÐ¾ßÀÇ È®Àå °¡´É¼ºÀ» Æò°¡ÇÏ¸ç ¹Ì·¡ ¼ºÀåÀ» À§ÇÑ Àü·«Àû ·Îµå¸ÊÀ» Á¦°øÇÕ´Ï´Ù.

3. ½ÃÀå ´Ù¾çÈ­: ÃÖ±Ù Á¦Ç° Ãâ½Ã, ¹Ì°³Ã´ Áö¿ª, ¾÷°èÀÇ ÁÖ¿ä Áøº¸, ½ÃÀåÀ» Çü¼ºÇÏ´Â Àü·«Àû ÅõÀÚ¸¦ ºÐ¼®ÇÕ´Ï´Ù.

4. °æÀï Æò°¡ ¹× Á¤º¸ : °æÀï ±¸µµ¸¦ öÀúÈ÷ ºÐ¼®ÇÏ¿© ½ÃÀå Á¡À¯À², »ç¾÷ Àü·«, Á¦Ç° Æ÷Æ®Æú¸®¿À, ÀÎÁõ, ±ÔÁ¦ ´ç±¹ ½ÂÀÎ, ƯÇã µ¿Çâ, ÁÖ¿ä ±â¾÷ÀÇ ±â¼ú Áøº¸ µîÀ» °ËÁõÇÕ´Ï´Ù.

5. Á¦Ç° °³¹ß ¹× Çõ½Å : ¹Ì·¡ ½ÃÀå ¼ºÀåÀ» °¡¼ÓÇÒ °ÍÀ¸·Î ¿¹»óµÇ´Â ÃÖ÷´Ü ±â¼ú, R&D Ȱµ¿, Á¦Ç° Çõ½ÅÀ» °­Á¶ÇÕ´Ï´Ù.

¶ÇÇÑ ÀÌÇØ°ü°èÀÚ°¡ ÃæºÐÇÑ Á¤º¸¸¦ ¾ò°í ÀÇ»ç°áÁ¤À» ÇÒ ¼ö ÀÖµµ·Ï Áß¿äÇÑ Áú¹®¿¡ ´ë´äÇϰí ÀÖ½À´Ï´Ù.

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3. ½ÃÀåÀ» Çü¼ºÇÏ´Â ÁÖ¿ä ±â¼ú µ¿Çâ°ú ±ÔÁ¦ÀÇ ¿µÇâÀº?

4. ÁÖ¿ä º¥´õÀÇ ½ÃÀå Á¡À¯À²°ú °æÀï Æ÷Áö¼ÇÀº?

5. º¥´õ ½ÃÀå ÁøÀÔ¡¤Ã¶¼ö Àü·«ÀÇ ¿øµ¿·ÂÀÌ µÇ´Â ¼öÀÍ¿ø°ú Àü·«Àû ±âȸ´Â ¹«¾ùÀΰ¡?

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  • Amtek Company, Inc.
  • Arduino
  • Dexter Industries
  • DFRobot Corporation
  • ELEGOO, INC.
  • HamiltonBuhl
  • iRobot Corp.
  • KinderLab Robotics, Inc.
  • LEGO Group
  • Makeblock INC.
  • mBot by Makeblock
  • Ozo EDU, Inc.
  • Robo Wunderkind, Inc.
  • Robobloq
  • Robolink
  • ROBOTLAB Inc.
  • Shenzhen Bell Creative Edutech Co., Ltd.
  • SparkFun Electronics
  • Sphero, Inc.
  • Staples Inc.
  • STEMROBO Technologies Pvt. Ltd.
  • Studica, Inc.
  • SunFounder
  • SuperDroid Robots, Inc.
  • VEX Robotics, Inc.
JHS 24.11.29

The Programmable Robots for STEAM Learning Tools Market was valued at USD 650.39 million in 2023, expected to reach USD 754.84 million in 2024, and is projected to grow at a CAGR of 16.47%, to USD 1,892.02 million by 2030.

The scope of programmable robots for STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning tools lies in their potential to revolutionize educational frameworks by enhancing interactive and hands-on learning experiences. These robots are designed to teach complex concepts across these disciplines through coding and assembly tasks, appealing to varied cognitive levels and age groups. The need for such tools stems from the growing emphasis on digital literacy and the integration of technology in education, which underscores their application in classrooms, extracurricular programs, and homeschooling environments. This market is expanding with end-users including primary and secondary educational institutions, which seek to equip students with essential 21st-century skills. Key growth drivers in this market include advancements in robotics and artificial intelligence, increased government spending on education technology, and the rising demand for customizable and scalable learning solutions. However, potential opportunities lie in developing affordable models for underserved communities and integrating advanced software that allows for personalization of learning experiences. Challenges affecting market growth encompass high initial investment costs, the lack of trained educators to effectively integrate these tools into curriculums, and varying levels of technological infrastructure across different educational environments. Innovation in this field should focus on creating adaptive learning platforms that can evolve with student progress and developing cross-disciplinary curricula that incorporate robotics with real-world problem-solving scenarios. Research could prioritize enhancing user interface design for non-tech-savvy educators and exploring eco-friendly materials for robot manufacturing. The nature of the market is highly dynamic, with burgeoning competition among manufacturers vying to meet the diverse needs of a global customer base, requiring continuous product evolution and strategic alliances with educational institutions to bolster credibility and market reach.

KEY MARKET STATISTICS
Base Year [2023] USD 650.39 million
Estimated Year [2024] USD 754.84 million
Forecast Year [2030] USD 1,892.02 million
CAGR (%) 16.47%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Programmable Robots for STEAM Learning Tools Market

The Programmable Robots for STEAM Learning Tools Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Adoption of programmable robots in the education sector
    • Governments promoting STEAM-based curriculums and adoption of e-learning platforms
  • Market Restraints
    • High initial cost of STEAM robotic kits
  • Market Opportunities
    • Collaboration with educational institutions to design comprehensive teacher training programs to develop expertise in robotics programming
    • Developing affordable STEAM robot kits to deliver high-quality education
  • Market Challenges
    • Shortage of skilled professionals to train students on complex robotics concepts

Porter's Five Forces: A Strategic Tool for Navigating the Programmable Robots for STEAM Learning Tools Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Programmable Robots for STEAM Learning Tools Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Programmable Robots for STEAM Learning Tools Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Programmable Robots for STEAM Learning Tools Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Programmable Robots for STEAM Learning Tools Market

A detailed market share analysis in the Programmable Robots for STEAM Learning Tools Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Programmable Robots for STEAM Learning Tools Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Programmable Robots for STEAM Learning Tools Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Programmable Robots for STEAM Learning Tools Market

A strategic analysis of the Programmable Robots for STEAM Learning Tools Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the Programmable Robots for STEAM Learning Tools Market, highlighting leading vendors and their innovative profiles. These include Amtek Company, Inc., Arduino, Dexter Industries, DFRobot Corporation, ELEGOO, INC., HamiltonBuhl, iRobot Corp., KinderLab Robotics, Inc., LEGO Group, Makeblock INC., mBot by Makeblock, Ozo EDU, Inc., Robo Wunderkind, Inc., Robobloq, Robolink, ROBOTLAB Inc., Shenzhen Bell Creative Edutech Co., Ltd., SparkFun Electronics, Sphero, Inc., Staples Inc., STEMROBO Technologies Pvt. Ltd., Studica, Inc., SunFounder, SuperDroid Robots, Inc., and VEX Robotics, Inc..

Market Segmentation & Coverage

This research report categorizes the Programmable Robots for STEAM Learning Tools Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Type, market is studied across Primary Education and Secondary Education.
  • Based on Component, market is studied across Hardware and Software. The Hardware is further studied across Actuators, PC Interface Kits, Power Sources, Programmable Platforms, and Sensors.
  • Based on Distribution, market is studied across Offline and Online.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Adoption of programmable robots in the education sector
      • 5.1.1.2. Governments promoting STEAM-based curriculums and adoption of e-learning platforms
    • 5.1.2. Restraints
      • 5.1.2.1. High initial cost of STEAM robotic kits
    • 5.1.3. Opportunities
      • 5.1.3.1. Collaboration with educational institutions to design comprehensive teacher training programs to develop expertise in robotics programming
      • 5.1.3.2. Developing affordable STEAM robot kits to deliver high-quality education
    • 5.1.4. Challenges
      • 5.1.4.1. Shortage of skilled professionals to train students on complex robotics concepts
  • 5.2. Market Segmentation Analysis
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Programmable Robots for STEAM Learning Tools Market, by Type

  • 6.1. Introduction
  • 6.2. Primary Education
  • 6.3. Secondary Education

7. Programmable Robots for STEAM Learning Tools Market, by Component

  • 7.1. Introduction
  • 7.2. Hardware
    • 7.2.1. Actuators
    • 7.2.2. PC Interface Kits
    • 7.2.3. Power Sources
    • 7.2.4. Programmable Platforms
    • 7.2.5. Sensors
  • 7.3. Software

8. Programmable Robots for STEAM Learning Tools Market, by Distribution

  • 8.1. Introduction
  • 8.2. Offline
  • 8.3. Online

9. Americas Programmable Robots for STEAM Learning Tools Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific Programmable Robots for STEAM Learning Tools Market

  • 10.1. Introduction
  • 10.2. Australia
  • 10.3. China
  • 10.4. India
  • 10.5. Indonesia
  • 10.6. Japan
  • 10.7. Malaysia
  • 10.8. Philippines
  • 10.9. Singapore
  • 10.10. South Korea
  • 10.11. Taiwan
  • 10.12. Thailand
  • 10.13. Vietnam

11. Europe, Middle East & Africa Programmable Robots for STEAM Learning Tools Market

  • 11.1. Introduction
  • 11.2. Denmark
  • 11.3. Egypt
  • 11.4. Finland
  • 11.5. France
  • 11.6. Germany
  • 11.7. Israel
  • 11.8. Italy
  • 11.9. Netherlands
  • 11.10. Nigeria
  • 11.11. Norway
  • 11.12. Poland
  • 11.13. Qatar
  • 11.14. Russia
  • 11.15. Saudi Arabia
  • 11.16. South Africa
  • 11.17. Spain
  • 11.18. Sweden
  • 11.19. Switzerland
  • 11.20. Turkey
  • 11.21. United Arab Emirates
  • 11.22. United Kingdom

12. Competitive Landscape

  • 12.1. Market Share Analysis, 2023
  • 12.2. FPNV Positioning Matrix, 2023
  • 12.3. Competitive Scenario Analysis
    • 12.3.1. KinderLab Robotics Debuts AI Curriculum for Young Learners
    • 12.3.2. PhyXTGears Robotics Team Wins Grant for Advancing STEM Education
    • 12.3.3. Sphero RVR+, the Fully-Loaded, Newly-Optimized, Programmable Robot is Now Available for Middle and High School Classrooms and Makerspaces
  • 12.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Amtek Company, Inc.
  • 2. Arduino
  • 3. Dexter Industries
  • 4. DFRobot Corporation
  • 5. ELEGOO, INC.
  • 6. HamiltonBuhl
  • 7. iRobot Corp.
  • 8. KinderLab Robotics, Inc.
  • 9. LEGO Group
  • 10. Makeblock INC.
  • 11. mBot by Makeblock
  • 12. Ozo EDU, Inc.
  • 13. Robo Wunderkind, Inc.
  • 14. Robobloq
  • 15. Robolink
  • 16. ROBOTLAB Inc.
  • 17. Shenzhen Bell Creative Edutech Co., Ltd.
  • 18. SparkFun Electronics
  • 19. Sphero, Inc.
  • 20. Staples Inc.
  • 21. STEMROBO Technologies Pvt. Ltd.
  • 22. Studica, Inc.
  • 23. SunFounder
  • 24. SuperDroid Robots, Inc.
  • 25. VEX Robotics, Inc.
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