Research Summary
STEAM education refers to an interdisciplinary approach to learning that integrates concepts and practices from science, technology, engineering, arts, and mathematics into cohesive and engaging educational experiences. The acronym STEAM expands upon the traditional STEM disciplines (science, technology, engineering, and mathematics) by incorporating arts and design, emphasizing creativity, innovation, critical thinking, and problem-solving skills. STEAM education aims to prepare students with the knowledge and skills necessary to thrive in the modern world, where interdisciplinary thinking and collaboration are increasingly important. It encourages hands-on, project-based learning experiences that connect theoretical knowledge with practical application, fostering curiosity, experimentation, and a deeper understanding of real-world challenges. STEAM education initiatives often promote creativity and innovation through activities such as robotics, coding, design thinking, arts integration, and scientific inquiry, preparing students for diverse career paths and lifelong learning opportunities.
According to DIResearch's in-depth investigation and research, the global STEAM Education market size will reach XX US$ Million in 2024, and is expected to reach XX US$ Million in 2030, with a CAGR of XX% (2025-2030). Among them, the China market has changed rapidly in the past few years. The market size in 2024 will be XX US$ Million, accounting for approximately XX% of the world. It is expected to reach XX US$ Million in 2030, and the global share will reach XX%.
The major global manufacturers of STEAM Education include Youbetter, Makeblock, LEGO, Ubtech Robotics, Roblox Corporation, Byju? 1/4 ?s, DFrobot, Chaihuo, Gaotu Techedu Inc, Stride, Pearson etc. The global players competition landscape in this report is divided into three tiers. The first tiers is the global leading enterprise, which occupies a major market share, is in a leading position in the industry, has strong competitiveness and influence, and has a large revenue scale; the second tiers has a certain share and popularity in the market, actively follows the industry leaders in product, service or technological innovation, and has a medium revenue scale; the third tiers has a smaller share in the market, has a lower brand awareness, mainly focuses on the local market, and has a relatively small revenue scale.
This report studies the market size, price trends and future development prospects of STEAM Education. Focus on analysing the market share, product portfolio, revenue and gross profit margin of global major manufacturers, as well as the market status and trends of different product types and applications in the global STEAM Education market. The report data covers historical data from 2019 to 2023, base year in 2024 and forecast data from 2025 to 2030.
The regions and countries in the report include North America, Europe, China, APAC (excl. China), Latin America and Middle East and Africa, covering the STEAM Education market conditions and future development trends of key regions and countries, combined with industry-related policies and the latest technological developments, analyze the development characteristics of STEAM Education industries in various regions and countries, help companies understand the development characteristics of each region, help companies formulate business strategies, and achieve the ultimate goal of the company's global development strategy.
The data sources of this report mainly include the National Bureau of Statistics, customs databases, industry associations, corporate financial reports, third-party databases, etc. Among them, macroeconomic data mainly comes from the National Bureau of Statistics, International Economic Research Organization; industry statistical data mainly come from industry associations; company data mainly comes from interviews, public information collection, third-party reliable databases, and price data mainly comes from various markets monitoring database.
Global Key Manufacturers of STEAM Education Include:
Youbetter
Makeblock
LEGO
Ubtech Robotics
Roblox Corporation
Byju? 1/4 ?s
DFrobot
Chaihuo
Gaotu Techedu Inc
Stride
Pearson
STEAM Education Product Segment Include:
Robot Programming
Software Programming
Scientific Literacy
STEAM Education Product Application Include:
Primary School
Junior High School
High School
Others
Chapter Scope
Chapter 1: Product Research Range, Product Types and Applications, Market Overview, Market Situation and Trends
Chapter 2: Global STEAM Education Industry PESTEL Analysis
Chapter 3: Global STEAM Education Industry Porter's Five Forces Analysis
Chapter 4: Global STEAM Education Major Regional Market Size and Forecast Analysis
Chapter 5: Global STEAM Education Market Size and Forecast by Type and Application Analysis
Chapter 6: North America STEAM Education Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 7: Europe STEAM Education Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 8: China STEAM Education Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 9: APAC (Excl. China) STEAM Education Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 10: Latin America STEAM Education Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 11: Middle East and Africa STEAM Education Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 12: Global STEAM Education Competitive Analysis of Key Manufacturers (Revenue, Market Share, Regional Distribution and Industry Concentration)
Chapter 13: Key Company Profiles (Product Portfolio, Revenue and Gross Margin)
Chapter 14: Industrial Chain Analysis, Include Raw Material Suppliers, Distributors and Customers
Chapter 15: Research Findings and Conclusion
Chapter 16: Methodology and Data Sources
Table of Contents 1 STEAM Education Market Overview 1.1 Product Definition and Statistical Scope 1.2 STEAM Education Product by Type 1.2.1 Global STEAM Education Market Size by Type, 2023 VS 2024 VS 2030 1.2.2 Robot Programming 1.2.3 Software Programming 1.2.4 Scientific Literacy 1.3 STEAM Education Product by Application 1.3.1 Global STEAM Education Market Size by Application, 2023 VS 2024 VS 2030 1.3.2 Primary School 1.3.3 Junior High School 1.3.4 High School 1.3.5 Others 1.4 Global STEAM Education Market Revenue Analysis (2019-2030) 1.5 STEAM Education Market Development Status and Trends 1.5.1 STEAM Education Industry Development Status Analysis 1.5.2 STEAM Education Industry Development Trends Analysis 2 STEAM Education Market PESTEL Analysis 2.1 Political Factors Analysis 2.2 Economic Factors Analysis 2.3 Social Factors Analysis 2.4 Technological Factors Analysis 2.5 Environmental Factors Analysis 2.6 Legal Factors Analysis 3 STEAM Education Market Porter's Five Forces Analysis 3.1 Competitive Rivalry 3.2 Threat of New Entrants 3.3 Bargaining Power of Suppliers 3.4 Bargaining Power of Buyers 3.5 Threat of Substitutes 4 Global STEAM Education Market Analysis by Regions 4.1 STEAM Education Overall Market: 2023 VS 2024 VS 2030 4.2 Global STEAM Education Revenue and Forecast Analysis (2019-2030) 4.2.1 Global STEAM Education Revenue and Market Share by Region (2019-2024) 4.2.2 Global STEAM Education Revenue Forecast by Region (2025-2030) 5 Global STEAM Education Market Size by Type and Application 5.1 Global STEAM Education Market Size by Type 5.2 Global STEAM Education Market Size by Application 6 North America 6.1 North America STEAM Education Market Size and Growth Rate Analysis (2019-2030) 6.2 North America Key Manufacturers Analysis 6.3 North America STEAM Education Market Size by Type 6.4 North America STEAM Education Market Size by Application 6.5 North America STEAM Education Market Size by Country 6.5.1 US 6.5.2 Canada 7 Europe 7.1 Europe STEAM Education Market Size and Growth Rate Analysis (2019-2030) 7.2 Europe Key Manufacturers Analysis 7.3 Europe STEAM Education Market Size by Type 7.4 Europe STEAM Education Market Size by Application 7.5 Europe STEAM Education Market Size by Country 7.5.1 Germany 7.5.2 France 7.5.3 United Kingdom 7.5.4 Italy 7.5.5 Spain 7.5.6 Benelux 8 China 8.1 China STEAM Education Market Size and Growth Rate Analysis (2019-2030) 8.2 China Key Manufacturers Analysis 8.3 China STEAM Education Market Size by Type 8.4 China STEAM Education Market Size by Application 9 APAC (excl. China) 9.1 APAC (excl. China) STEAM Education Market Size and Growth Rate Analysis (2019-2030) 9.2 APAC (excl. China) Key Manufacturers Analysis 9.3 APAC (excl. China) STEAM Education Market Size by Type 9.4 APAC (excl. China) STEAM Education Market Size by Application 9.5 APAC (excl. China) STEAM Education Market Size by Country 9.5.1 Japan 9.5.2 South Korea 9.5.3 India 9.5.4 Australia 9.5.5 Indonesia 9.5.6 Vietnam 9.5.7 Malaysia 9.5.8 Thailand 10 Latin America 10.1 Latin America STEAM Education Market Size and Growth Rate Analysis (2019-2030) 10.2 Latin America Key Manufacturers Analysis 10.3 Latin America STEAM Education Market Size by Type 10.4 Latin America STEAM Education Market Size by Application 10.5 Latin America STEAM Education Market Size by Country 10.5.1 Mecixo 10.5.2 Brazil 11 Middle East & Africa 11.1 Middle East & Africa STEAM Education Market Size and Growth Rate Analysis (2019-2030) 11.2 Middle East & Africa Key Manufacturers Analysis 11.3 Middle East & Africa STEAM Education Market Size by Type 11.4 Middle East & Africa STEAM Education Market Size by Application 11.5 Middle East & Africa STEAM Education Market Size by Country 11.5.1 Saudi Arabia 11.5.2 South Africa 12 Market Competition by Manufacturers 12.1 Global STEAM Education Market Revenue by Key Manufacturers (2020-2024) 12.2 STEAM Education Competitive Landscape Analysis and Market Dynamic 12.2.1 STEAM Education Competitive Landscape Analysis 12.2.2 Global Key Manufacturers Headquarter and Key Area Sales 12.2.3 Market Dynamic 13 Key Companies Analysis 13.1 Youbetter 13.1.1 Youbetter Basic Company Profile (Employees, Areas Service, Competitors and Contact Information) 13.1.2 Youbetter STEAM Education Product Portfolio 13.1.3 Youbetter STEAM Education Market Data Analysis (Revenue, Gross Margin and Market Share) (2020-2024) 13.2 Makeblock 13.2.1 Makeblock Basic Company Profile (Employees, Areas Service, Competitors and Contact Information) 13.2.2 Makeblock STEAM Education Product Portfolio 13.2.3 Makeblock STEAM Education Market Data Analysis (Revenue, Gross Margin and Market Share) (2020-2024) 13.3 LEGO 13.3.1 LEGO Basic Company Profile (Employees, Areas Service, Competitors and Contact Information) 13.3.2 LEGO STEAM Education Product Portfolio 13.3.3 LEGO STEAM Education Market Data Analysis (Revenue, Gross Margin and Market Share) (2020-2024) 13.4 Ubtech Robotics 13.4.1 Ubtech Robotics Basic Company Profile (Employees, Areas Service, Competitors and Contact Information) 13.4.2 Ubtech Robotics STEAM Education Product Portfolio 13.4.3 Ubtech Robotics STEAM Education Market Data Analysis (Revenue, Gross Margin and Market Share) (2020-2024) 13.5 Roblox Corporation 13.5.1 Roblox Corporation Basic Company Profile (Employees, Areas Service, Competitors and Contact Information) 13.5.2 Roblox Corporation STEAM Education Product Portfolio 13.5.3 Roblox Corporation STEAM Education Market Data Analysis (Revenue, Gross Margin and Market Share) (2020-2024) 13.6 Byju? 1/4 ?s 13.6.1 Byju? 1/4 ?s Basic Company Profile (Employees, Areas Service, Competitors and Contact Information) 13.6.2 Byju? 1/4 ?s STEAM Education Product Portfolio 13.6.3 Byju? 1/4 ?s STEAM Education Market Data Analysis (Revenue, Gross Margin and Market Share) (2020-2024) 13.7 DFrobot 13.7.1 DFrobot Basic Company Profile (Employees, Areas Service, Competitors and Contact Information) 13.7.2 DFrobot STEAM Education Product Portfolio 13.7.3 DFrobot STEAM Education Market Data Analysis (Revenue, Gross Margin and Market Share) (2020-2024) 13.8 Chaihuo 13.8.1 Chaihuo Basic Company Profile (Employees, Areas Service, Competitors and Contact Information) 13.8.2 Chaihuo STEAM Education Product Portfolio 13.8.3 Chaihuo STEAM Education Market Data Analysis (Revenue, Gross Margin and Market Share) (2020-2024) 13.9 Gaotu Techedu Inc 13.9.1 Gaotu Techedu Inc Basic Company Profile (Employees, Areas Service, Competitors and Contact Information) 13.9.2 Gaotu Techedu Inc STEAM Education Product Portfolio 13.9.3 Gaotu Techedu Inc STEAM Education Market Data Analysis (Revenue, Gross Margin and Market Share) (2020-2024) 13.10 Stride 13.10.1 Stride Basic Company Profile (Employees, Areas Service, Competitors and Contact Information) 13.10.2 Stride STEAM Education Product Portfolio 13.10.3 Stride STEAM Education Market Data Analysis (Revenue, Gross Margin and Market Share) (2020-2024) 13.11 Pearson 13.11.1 Pearson Basic Company Profile (Employees, Areas Service, Competitors and Contact Information) 13.11.2 Pearson STEAM Education Product Portfolio 13.11.3 Pearson STEAM Education Market Data Analysis (Revenue, Gross Margin and Market Share) (2020-2024) 14 Industry Chain Analysis 14.1 STEAM Education Industry Chain Analysis 14.2 STEAM Education Industry Raw Material and Suppliers Analysis 14.2.1 Upstream Key Raw Material Supply Analysis 14.2.2 Raw Material Suppliers and Contact Information 14.3 STEAM Education Typical Downstream Customers 14.4 STEAM Education Sales Channel Analysis 15 Research Findings and Conclusion 16 Methodology and Data Source 16.1 Methodology/Research Approach 16.2 Research Scope 16.3 Benchmarks and Assumptions 16.4 Date Source 16.4.1 Primary Sources 16.4.2 Secondary Sources 16.5 Data Cross Validation 16.6 Disclaimer
Publisher: DIResearch
Related Reports
- Blockchain in Healthcare Market By Blockchain (Public Blockchain, Private Blockchain, Hybrid Blockchain, Others), By Application (Supply Chain Management, Data Exchange and Interoperability, Claims Adjudication and Billing, Others), By End User (Pharmaceutical and Medical Device Companies, Healthcare Payers, Healthcare Providers), Global Market Size, Segmental analysis, Regional Overview, Company share analysis, Leading Company Profiles And Market Forecast, 2025 - 2035
- Global Vector Graphics Software Competitive Landscape Professional Research Report 2024
- Global Veterinary Clinics Services Competitive Landscape Professional Research Report 2024
- Global Second-hand Commodity Trading Platform Competitive Landscape Professional Research Report 2024
- Global UV Disinfection Competitive Landscape Professional Research Report 2024
Why Market Study Report?
- Best Price for Reports
- Large Report Database
- Easily Customize Reports
- 24/7 Email & Phone Support