Global STEAM Education Market 2024 by Company, Regions, Type and Application, Forecast to 2030

Global STEAM Education Market 2024 by Company, Regions, Type and Application, Forecast to 2030


According to our (Global Info Research) latest study, the global STEAM Education market size was valued at USD 11960 million in 2023 and is forecast to a readjusted size of USD 29340 million by 2030 with a CAGR of 13.7% during review period.

STEAM is the abbreviation of Science, Technology, Engineering, Arts, and Mathematics. STEAM education cultivates innovative compound talents through interdisciplinary education, which is of great significance for improving children's problem-solving ability, innovative thinking, and creativity.

The STEAM education movement was not limited to a particular region and had gained popularity across the globe. Schools, educational institutions, and organizations were incorporating STEAM principles into their curricula to prepare students for the challenges of the modern world. Both private companies and public educational institutions were investing in STEAM education initiatives. Many schools, both traditional and progressive, were introducing STEAM programs or integrating STEAM concepts into existing subjects.

The Global Info Research report includes an overview of the development of the STEAM Education industry chain, the market status of Primary School (Robot Programming, Software Programming), Junior High School (Robot Programming, Software Programming), and key enterprises in developed and developing market, and analysed the cutting-edge technology, patent, hot applications and market trends of STEAM Education.

Regionally, the report analyzes the STEAM Education markets in key regions. North America and Europe are experiencing steady growth, driven by government initiatives and increasing consumer awareness. Asia-Pacific, particularly China, leads the global STEAM Education market, with robust domestic demand, supportive policies, and a strong manufacturing base.

Key Features:

The report presents comprehensive understanding of the STEAM Education market. It provides a holistic view of the industry, as well as detailed insights into individual components and stakeholders. The report analysis market dynamics, trends, challenges, and opportunities within the STEAM Education industry.

The report involves analyzing the market at a macro level:

Market Sizing and Segmentation: Report collect data on the overall market size, including the revenue generated, and market share of different by Type (e.g., Robot Programming, Software Programming).

Industry Analysis: Report analyse the broader industry trends, such as government policies and regulations, technological advancements, consumer preferences, and market dynamics. This analysis helps in understanding the key drivers and challenges influencing the STEAM Education market.

Regional Analysis: The report involves examining the STEAM Education market at a regional or national level. Report analyses regional factors such as government incentives, infrastructure development, economic conditions, and consumer behaviour to identify variations and opportunities within different markets.

Market Projections: Report covers the gathered data and analysis to make future projections and forecasts for the STEAM Education market. This may include estimating market growth rates, predicting market demand, and identifying emerging trends.

The report also involves a more granular approach to STEAM Education:

Company Analysis: Report covers individual STEAM Education players, suppliers, and other relevant industry players. This analysis includes studying their financial performance, market positioning, product portfolios, partnerships, and strategies.

Consumer Analysis: Report covers data on consumer behaviour, preferences, and attitudes towards STEAM Education This may involve surveys, interviews, and analysis of consumer reviews and feedback from different by Application (Primary School, Junior High School).

Technology Analysis: Report covers specific technologies relevant to STEAM Education. It assesses the current state, advancements, and potential future developments in STEAM Education areas.

Competitive Landscape: By analyzing individual companies, suppliers, and consumers, the report present insights into the competitive landscape of the STEAM Education market. This analysis helps understand market share, competitive advantages, and potential areas for differentiation among industry players.

Market Validation: The report involves validating findings and projections through primary research, such as surveys, interviews, and focus groups.

Market Segmentation

STEAM Education market is split by Type and by Application. For the period 2019-2030, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of value.

Market segment by Type
Robot Programming
Software Programming
Scientific Literacy

Market segment by Application
Primary School
Junior High School
High School
Others

Market segment by players, this report covers
Youbetter
Makeblock
LEGO
Ubtech Robotics
Roblox Corporation
Byju's
DFrobot
Chaihuo
Gaotu Techedu Inc
Stride
Pearson

Market segment by regions, regional analysis covers
North America (United States, Canada, and Mexico)
Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia and Rest of Asia-Pacific)
South America (Brazil, Argentina and Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)

The content of the study subjects, includes a total of 13 chapters:

Chapter 1, to describe STEAM Education product scope, market overview, market estimation caveats and base year.

Chapter 2, to profile the top players of STEAM Education, with revenue, gross margin and global market share of STEAM Education from 2019 to 2024.

Chapter 3, the STEAM Education competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.

Chapter 4 and 5, to segment the market size by Type and application, with consumption value and growth rate by Type, application, from 2019 to 2030.

Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2019 to 2024.and STEAM Education market forecast, by regions, type and application, with consumption value, from 2025 to 2030.

Chapter 11, market dynamics, drivers, restraints, trends and Porters Five Forces analysis.

Chapter 12, the key raw materials and key suppliers, and industry chain of STEAM Education.

Chapter 13, to describe STEAM Education research findings and conclusion.


1 Market Overview
2 Company Profiles
3 Market Competition, by Players
4 Market Size Segment by Type
5 Market Size Segment by Application
6 North America
7 Europe
8 Asia-Pacific
9 South America
10 Middle East & Africa
11 Market Dynamics
12 Industry Chain Analysis
13 Research Findings and Conclusion
14 Appendix

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