Global STEAM Education Supply, Demand and Key Producers, 2026-2032
Description
The global STEAM Education market size is expected to reach $ 42380 million by 2032, rising at a market growth of 14.0% CAGR during the forecast period (2026-2032).
STEAM is an educational concept that is different from the traditional single-subject, book-based education. STEAM is a transdisciplinary education concept that emphasizes practice. It was first proposed by the US government to strengthen the US K12 education on science, technology, engineering, art and mathematics. The original form of STEAM is the STEM concept, which is the initials of science, technology, engineering, and mathematics, and later art was added. The focus of STEAM education is to strengthen the education of students in five aspects: first, scientific literacy, that is, using scientific knowledge (such as physics, chemistry, biological sciences and earth and space sciences) to understand the natural world and participate in the process of influencing the natural world; second, technical literacy, that is, the ability to use, manage, understand and evaluate technology; third, engineering literacy, that is, the understanding of the design and development process of technical engineering; fourth, mathematical literacy, that is, the ability of students to discover, express, explain and solve mathematical problems in various situations; fifth, artistic literacy, that is, cultivating aesthetic concepts, appreciation and creation abilities.
Global key players of STEAM education include Youbetter, Makeblock, LEGO, Ubtech Robotics, Roblox Corporation, etc. The top five players hold a share over 20%. Asia-pacific is the largest market, has a share about 49%, followed by North America, and Europe, with share 24% and 17%, separately.
The STEAM education market is booming, reflecting the growing interest in integrated science, technology, engineering, art and mathematics teaching methods in the global education field. STEAM education emphasizes interdisciplinary learning and practice, aiming to cultivate students' innovation, problem-solving and critical thinking skills.
With the advancement of digital transformation and the rapid advancement of technology, emerging technologies such as virtual reality (VR), augmented reality (AR) and artificial intelligence (AI) will be increasingly integrated into STEAM courses, providing a more immersive and interactive learning experience. The global emphasis on future technology and innovation, especially in the context of countries promoting economic digitalization and technological progress, will further promote the development of STEAM education and promote the integration of more real-world related technologies and skills in the education system. In addition, with increasing attention to educational equity and inclusion, future STEAM education will pay more attention to diversity and inclusion, ensuring that all students, especially those from low-income and minority backgrounds, have access to high-quality STEAM education resources.
This report studies the global STEAM Education demand, key companies, and key regions.
This report is a detailed and comprehensive analysis of the world market for STEAM Education, and provides market size (US$ million) and Year-over-Year (YoY) growth, considering 2025 as the base year. This report explores demand trends and competition, as well as details the characteristics of STEAM Education that contribute to its increasing demand across many markets.
Highlights and key features of the study
Global STEAM Education total market, 2021-2032, (USD Million)
Global STEAM Education total market by region & country, CAGR, 2021-2032, (USD Million)
U.S. VS China: STEAM Education total market, key domestic companies, and share, (USD Million)
Global STEAM Education revenue by player, revenue and market share 2021-2026, (USD Million)
Global STEAM Education total market by Type, CAGR, 2021-2032, (USD Million)
Global STEAM Education total market by Application, CAGR, 2021-2032, (USD Million)
This report profiles major players in the global STEAM Education market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Youbetter, Makeblock, LEGO, Ubtech Robotics, Roblox Corporation, Byju's, DFrobot, Chaihuo, Gaotu Techedu Inc, Stride, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the world STEAM Education market
Detailed Segmentation:
Each section contains quantitative market data including market by value (US$ Millions), by player, by regions, by Type, and by Application. Data is given for the years 2021-2032 by year with 2025 as the base year, 2026 as the estimate year, and 2027-2032 as the forecast year.
Global STEAM Education Market, By Region:
United States
China
Europe
Japan
South Korea
ASEAN
India
Rest of World
Global STEAM Education Market, Segmentation by Type:
Robot Programming
Software Programming
Scientific Literacy
Global STEAM Education Market, Segmentation by Application:
Primary School
Junior High School
High School
Others
Companies Profiled:
Youbetter
Makeblock
LEGO
Ubtech Robotics
Roblox Corporation
Byju's
DFrobot
Chaihuo
Gaotu Techedu Inc
Stride
Pearson
Key Questions Answered
1. How big is the global STEAM Education market?
2. What is the demand of the global STEAM Education market?
3. What is the year over year growth of the global STEAM Education market?
4. What is the total value of the global STEAM Education market?
5. Who are the Major Players in the global STEAM Education market?
6. What are the growth factors driving the market demand?
STEAM is an educational concept that is different from the traditional single-subject, book-based education. STEAM is a transdisciplinary education concept that emphasizes practice. It was first proposed by the US government to strengthen the US K12 education on science, technology, engineering, art and mathematics. The original form of STEAM is the STEM concept, which is the initials of science, technology, engineering, and mathematics, and later art was added. The focus of STEAM education is to strengthen the education of students in five aspects: first, scientific literacy, that is, using scientific knowledge (such as physics, chemistry, biological sciences and earth and space sciences) to understand the natural world and participate in the process of influencing the natural world; second, technical literacy, that is, the ability to use, manage, understand and evaluate technology; third, engineering literacy, that is, the understanding of the design and development process of technical engineering; fourth, mathematical literacy, that is, the ability of students to discover, express, explain and solve mathematical problems in various situations; fifth, artistic literacy, that is, cultivating aesthetic concepts, appreciation and creation abilities.
Global key players of STEAM education include Youbetter, Makeblock, LEGO, Ubtech Robotics, Roblox Corporation, etc. The top five players hold a share over 20%. Asia-pacific is the largest market, has a share about 49%, followed by North America, and Europe, with share 24% and 17%, separately.
The STEAM education market is booming, reflecting the growing interest in integrated science, technology, engineering, art and mathematics teaching methods in the global education field. STEAM education emphasizes interdisciplinary learning and practice, aiming to cultivate students' innovation, problem-solving and critical thinking skills.
With the advancement of digital transformation and the rapid advancement of technology, emerging technologies such as virtual reality (VR), augmented reality (AR) and artificial intelligence (AI) will be increasingly integrated into STEAM courses, providing a more immersive and interactive learning experience. The global emphasis on future technology and innovation, especially in the context of countries promoting economic digitalization and technological progress, will further promote the development of STEAM education and promote the integration of more real-world related technologies and skills in the education system. In addition, with increasing attention to educational equity and inclusion, future STEAM education will pay more attention to diversity and inclusion, ensuring that all students, especially those from low-income and minority backgrounds, have access to high-quality STEAM education resources.
This report studies the global STEAM Education demand, key companies, and key regions.
This report is a detailed and comprehensive analysis of the world market for STEAM Education, and provides market size (US$ million) and Year-over-Year (YoY) growth, considering 2025 as the base year. This report explores demand trends and competition, as well as details the characteristics of STEAM Education that contribute to its increasing demand across many markets.
Highlights and key features of the study
Global STEAM Education total market, 2021-2032, (USD Million)
Global STEAM Education total market by region & country, CAGR, 2021-2032, (USD Million)
U.S. VS China: STEAM Education total market, key domestic companies, and share, (USD Million)
Global STEAM Education revenue by player, revenue and market share 2021-2026, (USD Million)
Global STEAM Education total market by Type, CAGR, 2021-2032, (USD Million)
Global STEAM Education total market by Application, CAGR, 2021-2032, (USD Million)
This report profiles major players in the global STEAM Education market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Youbetter, Makeblock, LEGO, Ubtech Robotics, Roblox Corporation, Byju's, DFrobot, Chaihuo, Gaotu Techedu Inc, Stride, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the world STEAM Education market
Detailed Segmentation:
Each section contains quantitative market data including market by value (US$ Millions), by player, by regions, by Type, and by Application. Data is given for the years 2021-2032 by year with 2025 as the base year, 2026 as the estimate year, and 2027-2032 as the forecast year.
Global STEAM Education Market, By Region:
United States
China
Europe
Japan
South Korea
ASEAN
India
Rest of World
Global STEAM Education Market, Segmentation by Type:
Robot Programming
Software Programming
Scientific Literacy
Global STEAM Education Market, Segmentation by Application:
Primary School
Junior High School
High School
Others
Companies Profiled:
Youbetter
Makeblock
LEGO
Ubtech Robotics
Roblox Corporation
Byju's
DFrobot
Chaihuo
Gaotu Techedu Inc
Stride
Pearson
Key Questions Answered
1. How big is the global STEAM Education market?
2. What is the demand of the global STEAM Education market?
3. What is the year over year growth of the global STEAM Education market?
4. What is the total value of the global STEAM Education market?
5. Who are the Major Players in the global STEAM Education market?
6. What are the growth factors driving the market demand?
Table of Contents
121 Pages
- 1 Supply Summary
- 2 Demand Summary
- 3 World STEAM Education Companies Competitive Analysis
- 4 United States VS China VS Rest of World (by Headquarter Location)
- 5 Market Analysis by Type
- 6 Market Analysis by Application
- 7 Company Profiles
- 8 Industry Chain Analysis
- 9 Research Findings and Conclusion
- 10 Appendix
Pricing
Currency Rates
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