Global STEAM Education Market Research Report, Competitive, Technology and Forecast Analysis 2025-2032
Description
Market Overview
According to DIResearch's in-depth investigation and research, the global STEAM Education market size will reach 17,935 Million USD in 2025 and is projected to reach 41,365 Million USD by 2032, with a CAGR of 12.68% (2025-2032). Notably, the China STEAM Education market has changed rapidly in the past few years. By 2025, China's market size is expected to be Million USD, representing approximately % of the global market share.
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.
The major global suppliers 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 tier comprises global leading enterprises that command a substantial market share, hold a dominant industry position, possess strong competitiveness and influence, and generate significant revenue. The second tier includes companies with a notable market presence and reputation; these firms actively follow industry leaders in product, service, or technological innovation and maintain a moderate revenue scale. The third tier consists of smaller companies with limited market share and lower brand recognition, primarily focused on local markets and generating comparatively lower revenue.
This report studies the market size, price trends and future development prospects of STEAM Education. Focus on analysing the market share, product portfolio, prices, sales, revenue and gross profit margin of global major suppliers, 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 2020 to 2024, based year in 2025 and forecast data from 2026 to 2032.
The regions and countries in the report include US, Germany, Japan, China, France, UK, South Korea, Canada, Italy, Russia, Mexico, Brazil, India, Vietnam, Thailand, South Africa and other regions, 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 Suppliers 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 Trend
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 (Revenue) and Forecast Analysis
Chapter 5: Global STEAM Education Competitive Analysis of Key Suppliers (Revenue, Market Share, Regional Distribution and Industry Concentration)
Chapter 6: Global STEAM Education Revenue and Forecast Analysis by Product Type
Chapter 7: Key Company Profiles (Product Portfolio, Revenue and Gross Margin)
Chapter 8: Industrial Chain Analysis, STEAM Education Different Application Market Analysis (Revenue and Forecast) and Sales Channel Analysis
Chapter 9: Research Findings and Conclusion
Chapter 10: Methodology and Data Sources
According to DIResearch's in-depth investigation and research, the global STEAM Education market size will reach 17,935 Million USD in 2025 and is projected to reach 41,365 Million USD by 2032, with a CAGR of 12.68% (2025-2032). Notably, the China STEAM Education market has changed rapidly in the past few years. By 2025, China's market size is expected to be Million USD, representing approximately % of the global market share.
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.
The major global suppliers 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 tier comprises global leading enterprises that command a substantial market share, hold a dominant industry position, possess strong competitiveness and influence, and generate significant revenue. The second tier includes companies with a notable market presence and reputation; these firms actively follow industry leaders in product, service, or technological innovation and maintain a moderate revenue scale. The third tier consists of smaller companies with limited market share and lower brand recognition, primarily focused on local markets and generating comparatively lower revenue.
This report studies the market size, price trends and future development prospects of STEAM Education. Focus on analysing the market share, product portfolio, prices, sales, revenue and gross profit margin of global major suppliers, 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 2020 to 2024, based year in 2025 and forecast data from 2026 to 2032.
The regions and countries in the report include US, Germany, Japan, China, France, UK, South Korea, Canada, Italy, Russia, Mexico, Brazil, India, Vietnam, Thailand, South Africa and other regions, 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 Suppliers 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 Trend
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 (Revenue) and Forecast Analysis
Chapter 5: Global STEAM Education Competitive Analysis of Key Suppliers (Revenue, Market Share, Regional Distribution and Industry Concentration)
Chapter 6: Global STEAM Education Revenue and Forecast Analysis by Product Type
Chapter 7: Key Company Profiles (Product Portfolio, Revenue and Gross Margin)
Chapter 8: Industrial Chain Analysis, STEAM Education Different Application Market Analysis (Revenue and Forecast) and Sales Channel Analysis
Chapter 9: Research Findings and Conclusion
Chapter 10: Methodology and Data Sources
Table of Contents
165 Pages
- 1 STEAM Education Market Overview
- 1.1 Product Definition and Statistical Scope
- 1.2 STEAM Education Product by Type
- 1.2.1 Robot Programming
- 1.2.2 Software Programming
- 1.2.3 Scientific Literacy
- 1.3 STEAM Education Product by Application
- 1.3.1 Primary School
- 1.3.2 Junior High School
- 1.3.3 High School
- 1.3.4 Others
- 1.4 Global STEAM Education Market Size Analysis (2020-2032)
- 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 Country
- 4.1 Global STEAM Education Market Size Analysis by Country: 2024 VS 2025 VS 2032
- 4.1.1 Global STEAM Education Revenue Analysis by Country (2020-2025)
- 4.1.2 Global STEAM Education Revenue Forecast Analysis by Country (2026-2032)
- 4.2 United States STEAM Education Market Revenue and Growth Rate (2020-2032)
- 4.3 Germany STEAM Education Market Revenue and Growth Rate (2020-2032)
- 4.4 Japan STEAM Education Market Revenue and Growth Rate (2020-2032)
- 4.5 China STEAM Education Market Revenue and Growth Rate (2020-2032)
- 4.6 France STEAM Education Market Revenue and Growth Rate (2020-2032)
- 4.7 U.K. STEAM Education Market Revenue and Growth Rate (2020-2032)
- 4.8 South Korea STEAM Education Market Revenue and Growth Rate (2020-2032)
- 4.9 Canada STEAM Education Market Revenue and Growth Rate (2020-2032)
- 4.10 Italy STEAM Education Market Revenue and Growth Rate (2020-2032)
- 4.11 Russia STEAM Education Market Revenue and Growth Rate (2020-2032)
- 4.12 Mexico STEAM Education Market Revenue and Growth Rate (2020-2032)
- 4.13 Brazil STEAM Education Market Revenue and Growth Rate (2020-2032)
- 4.14 India STEAM Education Market Revenue and Growth Rate (2020-2032)
- 4.15 Vietnam STEAM Education Market Revenue and Growth Rate (2020-2032)
- 4.16 Thailand STEAM Education Market Revenue and Growth Rate (2020-2032)
- 4.17 South Africa STEAM Education Market Revenue and Growth Rate (2020-2032)
- 5 Competition by Suppliers
- 5.1 Global STEAM Education Market Revenue by Key Suppliers (2021-2025)
- 5.2 STEAM Education Competitive Landscape Analysis and Market Dynamic
- 5.2.1 STEAM Education Competitive Landscape Analysis
- 5.2.2 Global Key Suppliers Headquarter and Key Area Sales
- 5.2.3 Market Dynamic
- 6 STEAM Education Market Analysis by Type
- 6.1 Global STEAM Education Market Size Analysis by Type: 2024 VS 2025 VS 2032
- 6.2 Global STEAM Education Revenue and Forecast Analysis by Type (2020-2032)
- 7 Key Companies Analysis
- 7.1 Youbetter
- 7.1.1 Youbetter Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.1.2 Youbetter STEAM Education Product Portfolio
- 7.1.3 Youbetter STEAM Education Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.2 Makeblock
- 7.2.1 Makeblock Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.2.2 Makeblock STEAM Education Product Portfolio
- 7.2.3 Makeblock STEAM Education Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.3 LEGO
- 7.3.1 LEGO Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.3.2 LEGO STEAM Education Product Portfolio
- 7.3.3 LEGO STEAM Education Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.4 Ubtech Robotics
- 7.4.1 Ubtech Robotics Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.4.2 Ubtech Robotics STEAM Education Product Portfolio
- 7.4.3 Ubtech Robotics STEAM Education Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.5 Roblox Corporation
- 7.5.1 Roblox Corporation Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.5.2 Roblox Corporation STEAM Education Product Portfolio
- 7.5.3 Roblox Corporation STEAM Education Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.6 Byju's
- 7.6.1 Byju's Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.6.2 Byju's STEAM Education Product Portfolio
- 7.6.3 Byju's STEAM Education Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.7 DFrobot
- 7.7.1 DFrobot Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.7.2 DFrobot STEAM Education Product Portfolio
- 7.7.3 DFrobot STEAM Education Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.8 Chaihuo
- 7.8.1 Chaihuo Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.8.2 Chaihuo STEAM Education Product Portfolio
- 7.8.3 Chaihuo STEAM Education Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.9 Gaotu Techedu Inc
- 7.9.1 Gaotu Techedu Inc Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.9.2 Gaotu Techedu Inc STEAM Education Product Portfolio
- 7.9.3 Gaotu Techedu Inc STEAM Education Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.10 Stride
- 7.10.1 Stride Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.10.2 Stride STEAM Education Product Portfolio
- 7.10.3 Stride STEAM Education Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.11 Pearson
- 7.11.1 Pearson Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.11.2 Pearson STEAM Education Product Portfolio
- 7.11.3 Pearson STEAM Education Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 8 Industry Chain Analysis
- 8.1 STEAM Education Industry Chain Analysis
- 8.2 STEAM Education Product Downstream Application Analysis
- 8.2.1 Global STEAM Education Market Size and Growth Rate (CAGR) by Application: 2024 VS 2025 VS 2032
- 8.2.2 Global STEAM Education Revenue and Forecast by Application (2020-2032)
- 8.3 STEAM Education Typical Downstream Customers
- 8.4 STEAM Education Sales Channel Analysis
- 9 Research Findings and Conclusion
- 10 Methodology and Data Source
- 10.1 Methodology/Research Approach
- 10.2 Research Scope
- 10.3 Benchmarks and Assumptions
- 10.4 Date Source
- 10.4.1 Primary Sources
- 10.4.2 Secondary Sources
- 10.5 Data Cross Validation
- 10.6 Disclaimer
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