Global STEAM Education Competitive Landscape Professional Research Report 2024
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'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'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