Service & Software
Global STEAM Education Market Research Report 2025
- Mar 13, 25
- ID: 130502
- Pages: 84
- Figures: 82
- Views: 17
The global market for STEAM Education was valued at US$ 14720 million in the year 2024 and is projected to reach a revised size of US$ 37130 million by 2031, growing at a CAGR of 14.3% during the forecast period.
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 aims to provide a comprehensive presentation of the global market for STEAM Education, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding STEAM Education.
The STEAM Education market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. This report segments the global STEAM Education market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the STEAM Education companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation
By Company
Youbetter
Makeblock
LEGO
Ubtech Robotics
Roblox Corporation
Byju's
DFrobot
Chaihuo
Gaotu Techedu Inc
Stride
Pearson
Segment by Type
Robot Programming
Software Programming
Scientific Literacy
Segment by Application
Primary School
Junior High School
High School
Others
By Region
North America
United States
Canada
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Rest of Europe
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of STEAM Education company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
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 aims to provide a comprehensive presentation of the global market for STEAM Education, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding STEAM Education.
The STEAM Education market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. This report segments the global STEAM Education market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the STEAM Education companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation
By Company
Youbetter
Makeblock
LEGO
Ubtech Robotics
Roblox Corporation
Byju's
DFrobot
Chaihuo
Gaotu Techedu Inc
Stride
Pearson
Segment by Type
Robot Programming
Software Programming
Scientific Literacy
Segment by Application
Primary School
Junior High School
High School
Others
By Region
North America
United States
Canada
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Rest of Europe
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of STEAM Education company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global STEAM Education Market Size Growth Rate by Type: 2020 VS 2024 VS 2031
1.2.2 Robot Programming
1.2.3 Software Programming
1.2.4 Scientific Literacy
1.3 Market by Application
1.3.1 Global STEAM Education Market Growth by Application: 2020 VS 2024 VS 2031
1.3.2 Primary School
1.3.3 Junior High School
1.3.4 High School
1.3.5 Others
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global STEAM Education Market Perspective (2020-2031)
2.2 Global STEAM Education Growth Trends by Region
2.2.1 Global STEAM Education Market Size by Region: 2020 VS 2024 VS 2031
2.2.2 STEAM Education Historic Market Size by Region (2020-2025)
2.2.3 STEAM Education Forecasted Market Size by Region (2026-2031)
2.3 STEAM Education Market Dynamics
2.3.1 STEAM Education Industry Trends
2.3.2 STEAM Education Market Drivers
2.3.3 STEAM Education Market Challenges
2.3.4 STEAM Education Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top STEAM Education Players by Revenue
3.1.1 Global Top STEAM Education Players by Revenue (2020-2025)
3.1.2 Global STEAM Education Revenue Market Share by Players (2020-2025)
3.2 Global STEAM Education Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players Ranking by STEAM Education Revenue
3.4 Global STEAM Education Market Concentration Ratio
3.4.1 Global STEAM Education Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by STEAM Education Revenue in 2024
3.5 Global Key Players of STEAM Education Head office and Area Served
3.6 Global Key Players of STEAM Education, Product and Application
3.7 Global Key Players of STEAM Education, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 STEAM Education Breakdown Data by Type
4.1 Global STEAM Education Historic Market Size by Type (2020-2025)
4.2 Global STEAM Education Forecasted Market Size by Type (2026-2031)
5 STEAM Education Breakdown Data by Application
5.1 Global STEAM Education Historic Market Size by Application (2020-2025)
5.2 Global STEAM Education Forecasted Market Size by Application (2026-2031)
6 North America
6.1 North America STEAM Education Market Size (2020-2031)
6.2 North America STEAM Education Market Growth Rate by Country: 2020 VS 2024 VS 2031
6.3 North America STEAM Education Market Size by Country (2020-2025)
6.4 North America STEAM Education Market Size by Country (2026-2031)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe STEAM Education Market Size (2020-2031)
7.2 Europe STEAM Education Market Growth Rate by Country: 2020 VS 2024 VS 2031
7.3 Europe STEAM Education Market Size by Country (2020-2025)
7.4 Europe STEAM Education Market Size by Country (2026-2031)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific STEAM Education Market Size (2020-2031)
8.2 Asia-Pacific STEAM Education Market Growth Rate by Region: 2020 VS 2024 VS 2031
8.3 Asia-Pacific STEAM Education Market Size by Region (2020-2025)
8.4 Asia-Pacific STEAM Education Market Size by Region (2026-2031)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America STEAM Education Market Size (2020-2031)
9.2 Latin America STEAM Education Market Growth Rate by Country: 2020 VS 2024 VS 2031
9.3 Latin America STEAM Education Market Size by Country (2020-2025)
9.4 Latin America STEAM Education Market Size by Country (2026-2031)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa STEAM Education Market Size (2020-2031)
10.2 Middle East & Africa STEAM Education Market Growth Rate by Country: 2020 VS 2024 VS 2031
10.3 Middle East & Africa STEAM Education Market Size by Country (2020-2025)
10.4 Middle East & Africa STEAM Education Market Size by Country (2026-2031)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Youbetter
11.1.1 Youbetter Company Details
11.1.2 Youbetter Business Overview
11.1.3 Youbetter STEAM Education Introduction
11.1.4 Youbetter Revenue in STEAM Education Business (2020-2025)
11.1.5 Youbetter Recent Development
11.2 Makeblock
11.2.1 Makeblock Company Details
11.2.2 Makeblock Business Overview
11.2.3 Makeblock STEAM Education Introduction
11.2.4 Makeblock Revenue in STEAM Education Business (2020-2025)
11.2.5 Makeblock Recent Development
11.3 LEGO
11.3.1 LEGO Company Details
11.3.2 LEGO Business Overview
11.3.3 LEGO STEAM Education Introduction
11.3.4 LEGO Revenue in STEAM Education Business (2020-2025)
11.3.5 LEGO Recent Development
11.4 Ubtech Robotics
11.4.1 Ubtech Robotics Company Details
11.4.2 Ubtech Robotics Business Overview
11.4.3 Ubtech Robotics STEAM Education Introduction
11.4.4 Ubtech Robotics Revenue in STEAM Education Business (2020-2025)
11.4.5 Ubtech Robotics Recent Development
11.5 Roblox Corporation
11.5.1 Roblox Corporation Company Details
11.5.2 Roblox Corporation Business Overview
11.5.3 Roblox Corporation STEAM Education Introduction
11.5.4 Roblox Corporation Revenue in STEAM Education Business (2020-2025)
11.5.5 Roblox Corporation Recent Development
11.6 Byju's
11.6.1 Byju's Company Details
11.6.2 Byju's Business Overview
11.6.3 Byju's STEAM Education Introduction
11.6.4 Byju's Revenue in STEAM Education Business (2020-2025)
11.6.5 Byju's Recent Development
11.7 DFrobot
11.7.1 DFrobot Company Details
11.7.2 DFrobot Business Overview
11.7.3 DFrobot STEAM Education Introduction
11.7.4 DFrobot Revenue in STEAM Education Business (2020-2025)
11.7.5 DFrobot Recent Development
11.8 Chaihuo
11.8.1 Chaihuo Company Details
11.8.2 Chaihuo Business Overview
11.8.3 Chaihuo STEAM Education Introduction
11.8.4 Chaihuo Revenue in STEAM Education Business (2020-2025)
11.8.5 Chaihuo Recent Development
11.9 Gaotu Techedu Inc
11.9.1 Gaotu Techedu Inc Company Details
11.9.2 Gaotu Techedu Inc Business Overview
11.9.3 Gaotu Techedu Inc STEAM Education Introduction
11.9.4 Gaotu Techedu Inc Revenue in STEAM Education Business (2020-2025)
11.9.5 Gaotu Techedu Inc Recent Development
11.10 Stride
11.10.1 Stride Company Details
11.10.2 Stride Business Overview
11.10.3 Stride STEAM Education Introduction
11.10.4 Stride Revenue in STEAM Education Business (2020-2025)
11.10.5 Stride Recent Development
11.11 Pearson
11.11.1 Pearson Company Details
11.11.2 Pearson Business Overview
11.11.3 Pearson STEAM Education Introduction
11.11.4 Pearson Revenue in STEAM Education Business (2020-2025)
11.11.5 Pearson Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.1.1 Research Programs/Design
13.1.1.2 Market Size Estimation
13.1.1.3 Market Breakdown and Data Triangulation
13.1.2 Data Source
13.1.2.1 Secondary Sources
13.1.2.2 Primary Sources
13.2 Author Details
13.3 Disclaimer
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global STEAM Education Market Size Growth Rate by Type: 2020 VS 2024 VS 2031
1.2.2 Robot Programming
1.2.3 Software Programming
1.2.4 Scientific Literacy
1.3 Market by Application
1.3.1 Global STEAM Education Market Growth by Application: 2020 VS 2024 VS 2031
1.3.2 Primary School
1.3.3 Junior High School
1.3.4 High School
1.3.5 Others
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global STEAM Education Market Perspective (2020-2031)
2.2 Global STEAM Education Growth Trends by Region
2.2.1 Global STEAM Education Market Size by Region: 2020 VS 2024 VS 2031
2.2.2 STEAM Education Historic Market Size by Region (2020-2025)
2.2.3 STEAM Education Forecasted Market Size by Region (2026-2031)
2.3 STEAM Education Market Dynamics
2.3.1 STEAM Education Industry Trends
2.3.2 STEAM Education Market Drivers
2.3.3 STEAM Education Market Challenges
2.3.4 STEAM Education Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top STEAM Education Players by Revenue
3.1.1 Global Top STEAM Education Players by Revenue (2020-2025)
3.1.2 Global STEAM Education Revenue Market Share by Players (2020-2025)
3.2 Global STEAM Education Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players Ranking by STEAM Education Revenue
3.4 Global STEAM Education Market Concentration Ratio
3.4.1 Global STEAM Education Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by STEAM Education Revenue in 2024
3.5 Global Key Players of STEAM Education Head office and Area Served
3.6 Global Key Players of STEAM Education, Product and Application
3.7 Global Key Players of STEAM Education, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 STEAM Education Breakdown Data by Type
4.1 Global STEAM Education Historic Market Size by Type (2020-2025)
4.2 Global STEAM Education Forecasted Market Size by Type (2026-2031)
5 STEAM Education Breakdown Data by Application
5.1 Global STEAM Education Historic Market Size by Application (2020-2025)
5.2 Global STEAM Education Forecasted Market Size by Application (2026-2031)
6 North America
6.1 North America STEAM Education Market Size (2020-2031)
6.2 North America STEAM Education Market Growth Rate by Country: 2020 VS 2024 VS 2031
6.3 North America STEAM Education Market Size by Country (2020-2025)
6.4 North America STEAM Education Market Size by Country (2026-2031)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe STEAM Education Market Size (2020-2031)
7.2 Europe STEAM Education Market Growth Rate by Country: 2020 VS 2024 VS 2031
7.3 Europe STEAM Education Market Size by Country (2020-2025)
7.4 Europe STEAM Education Market Size by Country (2026-2031)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific STEAM Education Market Size (2020-2031)
8.2 Asia-Pacific STEAM Education Market Growth Rate by Region: 2020 VS 2024 VS 2031
8.3 Asia-Pacific STEAM Education Market Size by Region (2020-2025)
8.4 Asia-Pacific STEAM Education Market Size by Region (2026-2031)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America STEAM Education Market Size (2020-2031)
9.2 Latin America STEAM Education Market Growth Rate by Country: 2020 VS 2024 VS 2031
9.3 Latin America STEAM Education Market Size by Country (2020-2025)
9.4 Latin America STEAM Education Market Size by Country (2026-2031)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa STEAM Education Market Size (2020-2031)
10.2 Middle East & Africa STEAM Education Market Growth Rate by Country: 2020 VS 2024 VS 2031
10.3 Middle East & Africa STEAM Education Market Size by Country (2020-2025)
10.4 Middle East & Africa STEAM Education Market Size by Country (2026-2031)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Youbetter
11.1.1 Youbetter Company Details
11.1.2 Youbetter Business Overview
11.1.3 Youbetter STEAM Education Introduction
11.1.4 Youbetter Revenue in STEAM Education Business (2020-2025)
11.1.5 Youbetter Recent Development
11.2 Makeblock
11.2.1 Makeblock Company Details
11.2.2 Makeblock Business Overview
11.2.3 Makeblock STEAM Education Introduction
11.2.4 Makeblock Revenue in STEAM Education Business (2020-2025)
11.2.5 Makeblock Recent Development
11.3 LEGO
11.3.1 LEGO Company Details
11.3.2 LEGO Business Overview
11.3.3 LEGO STEAM Education Introduction
11.3.4 LEGO Revenue in STEAM Education Business (2020-2025)
11.3.5 LEGO Recent Development
11.4 Ubtech Robotics
11.4.1 Ubtech Robotics Company Details
11.4.2 Ubtech Robotics Business Overview
11.4.3 Ubtech Robotics STEAM Education Introduction
11.4.4 Ubtech Robotics Revenue in STEAM Education Business (2020-2025)
11.4.5 Ubtech Robotics Recent Development
11.5 Roblox Corporation
11.5.1 Roblox Corporation Company Details
11.5.2 Roblox Corporation Business Overview
11.5.3 Roblox Corporation STEAM Education Introduction
11.5.4 Roblox Corporation Revenue in STEAM Education Business (2020-2025)
11.5.5 Roblox Corporation Recent Development
11.6 Byju's
11.6.1 Byju's Company Details
11.6.2 Byju's Business Overview
11.6.3 Byju's STEAM Education Introduction
11.6.4 Byju's Revenue in STEAM Education Business (2020-2025)
11.6.5 Byju's Recent Development
11.7 DFrobot
11.7.1 DFrobot Company Details
11.7.2 DFrobot Business Overview
11.7.3 DFrobot STEAM Education Introduction
11.7.4 DFrobot Revenue in STEAM Education Business (2020-2025)
11.7.5 DFrobot Recent Development
11.8 Chaihuo
11.8.1 Chaihuo Company Details
11.8.2 Chaihuo Business Overview
11.8.3 Chaihuo STEAM Education Introduction
11.8.4 Chaihuo Revenue in STEAM Education Business (2020-2025)
11.8.5 Chaihuo Recent Development
11.9 Gaotu Techedu Inc
11.9.1 Gaotu Techedu Inc Company Details
11.9.2 Gaotu Techedu Inc Business Overview
11.9.3 Gaotu Techedu Inc STEAM Education Introduction
11.9.4 Gaotu Techedu Inc Revenue in STEAM Education Business (2020-2025)
11.9.5 Gaotu Techedu Inc Recent Development
11.10 Stride
11.10.1 Stride Company Details
11.10.2 Stride Business Overview
11.10.3 Stride STEAM Education Introduction
11.10.4 Stride Revenue in STEAM Education Business (2020-2025)
11.10.5 Stride Recent Development
11.11 Pearson
11.11.1 Pearson Company Details
11.11.2 Pearson Business Overview
11.11.3 Pearson STEAM Education Introduction
11.11.4 Pearson Revenue in STEAM Education Business (2020-2025)
11.11.5 Pearson Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.1.1 Research Programs/Design
13.1.1.2 Market Size Estimation
13.1.1.3 Market Breakdown and Data Triangulation
13.1.2 Data Source
13.1.2.1 Secondary Sources
13.1.2.2 Primary Sources
13.2 Author Details
13.3 Disclaimer
List of Tables
Table 1. Global STEAM Education Market Size Growth Rate by Type (US$ Million): 2020 VS 2024 VS 2031
Table 2. Key Players of Robot Programming
Table 3. Key Players of Software Programming
Table 4. Key Players of Scientific Literacy
Table 5. Global STEAM Education Market Size Growth by Application (US$ Million): 2020 VS 2024 VS 2031
Table 6. Global STEAM Education Market Size by Region (US$ Million): 2020 VS 2024 VS 2031
Table 7. Global STEAM Education Market Size by Region (2020-2025) & (US$ Million)
Table 8. Global STEAM Education Market Share by Region (2020-2025)
Table 9. Global STEAM Education Forecasted Market Size by Region (2026-2031) & (US$ Million)
Table 10. Global STEAM Education Market Share by Region (2026-2031)
Table 11. STEAM Education Market Trends
Table 12. STEAM Education Market Drivers
Table 13. STEAM Education Market Challenges
Table 14. STEAM Education Market Restraints
Table 15. Global STEAM Education Revenue by Players (2020-2025) & (US$ Million)
Table 16. Global STEAM Education Market Share by Players (2020-2025)
Table 17. Global Top STEAM Education Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in STEAM Education as of 2024)
Table 18. Ranking of Global Top STEAM Education Companies by Revenue (US$ Million) in 2024
Table 19. Global 5 Largest Players Market Share by STEAM Education Revenue (CR5 and HHI) & (2020-2025)
Table 20. Global Key Players of STEAM Education, Headquarters and Area Served
Table 21. Global Key Players of STEAM Education, Product and Application
Table 22. Global Key Players of STEAM Education, Date of Enter into This Industry
Table 23. Mergers & Acquisitions, Expansion Plans
Table 24. Global STEAM Education Market Size by Type (2020-2025) & (US$ Million)
Table 25. Global STEAM Education Revenue Market Share by Type (2020-2025)
Table 26. Global STEAM Education Forecasted Market Size by Type (2026-2031) & (US$ Million)
Table 27. Global STEAM Education Revenue Market Share by Type (2026-2031)
Table 28. Global STEAM Education Market Size by Application (2020-2025) & (US$ Million)
Table 29. Global STEAM Education Revenue Market Share by Application (2020-2025)
Table 30. Global STEAM Education Forecasted Market Size by Application (2026-2031) & (US$ Million)
Table 31. Global STEAM Education Revenue Market Share by Application (2026-2031)
Table 32. North America STEAM Education Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
Table 33. North America STEAM Education Market Size by Country (2020-2025) & (US$ Million)
Table 34. North America STEAM Education Market Size by Country (2026-2031) & (US$ Million)
Table 35. Europe STEAM Education Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
Table 36. Europe STEAM Education Market Size by Country (2020-2025) & (US$ Million)
Table 37. Europe STEAM Education Market Size by Country (2026-2031) & (US$ Million)
Table 38. Asia-Pacific STEAM Education Market Size Growth Rate by Region (US$ Million): 2020 VS 2024 VS 2031
Table 39. Asia-Pacific STEAM Education Market Size by Region (2020-2025) & (US$ Million)
Table 40. Asia-Pacific STEAM Education Market Size by Region (2026-2031) & (US$ Million)
Table 41. Latin America STEAM Education Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
Table 42. Latin America STEAM Education Market Size by Country (2020-2025) & (US$ Million)
Table 43. Latin America STEAM Education Market Size by Country (2026-2031) & (US$ Million)
Table 44. Middle East & Africa STEAM Education Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
Table 45. Middle East & Africa STEAM Education Market Size by Country (2020-2025) & (US$ Million)
Table 46. Middle East & Africa STEAM Education Market Size by Country (2026-2031) & (US$ Million)
Table 47. Youbetter Company Details
Table 48. Youbetter Business Overview
Table 49. Youbetter STEAM Education Product
Table 50. Youbetter Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 51. Youbetter Recent Development
Table 52. Makeblock Company Details
Table 53. Makeblock Business Overview
Table 54. Makeblock STEAM Education Product
Table 55. Makeblock Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 56. Makeblock Recent Development
Table 57. LEGO Company Details
Table 58. LEGO Business Overview
Table 59. LEGO STEAM Education Product
Table 60. LEGO Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 61. LEGO Recent Development
Table 62. Ubtech Robotics Company Details
Table 63. Ubtech Robotics Business Overview
Table 64. Ubtech Robotics STEAM Education Product
Table 65. Ubtech Robotics Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 66. Ubtech Robotics Recent Development
Table 67. Roblox Corporation Company Details
Table 68. Roblox Corporation Business Overview
Table 69. Roblox Corporation STEAM Education Product
Table 70. Roblox Corporation Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 71. Roblox Corporation Recent Development
Table 72. Byju's Company Details
Table 73. Byju's Business Overview
Table 74. Byju's STEAM Education Product
Table 75. Byju's Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 76. Byju's Recent Development
Table 77. DFrobot Company Details
Table 78. DFrobot Business Overview
Table 79. DFrobot STEAM Education Product
Table 80. DFrobot Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 81. DFrobot Recent Development
Table 82. Chaihuo Company Details
Table 83. Chaihuo Business Overview
Table 84. Chaihuo STEAM Education Product
Table 85. Chaihuo Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 86. Chaihuo Recent Development
Table 87. Gaotu Techedu Inc Company Details
Table 88. Gaotu Techedu Inc Business Overview
Table 89. Gaotu Techedu Inc STEAM Education Product
Table 90. Gaotu Techedu Inc Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 91. Gaotu Techedu Inc Recent Development
Table 92. Stride Company Details
Table 93. Stride Business Overview
Table 94. Stride STEAM Education Product
Table 95. Stride Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 96. Stride Recent Development
Table 97. Pearson Company Details
Table 98. Pearson Business Overview
Table 99. Pearson STEAM Education Product
Table 100. Pearson Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 101. Pearson Recent Development
Table 102. Research Programs/Design for This Report
Table 103. Key Data Information from Secondary Sources
Table 104. Key Data Information from Primary Sources
Table 105. Authors List of This Report
List of Figures
Figure 1. STEAM Education Picture
Figure 2. Global STEAM Education Market Size Comparison by Type (2020-2031) & (US$ Million)
Figure 3. Global STEAM Education Market Share by Type: 2024 VS 2031
Figure 4. Robot Programming Features
Figure 5. Software Programming Features
Figure 6. Scientific Literacy Features
Figure 7. Global STEAM Education Market Size by Application (2020-2031) & (US$ Million)
Figure 8. Global STEAM Education Market Share by Application: 2024 VS 2031
Figure 9. Primary School Case Studies
Figure 10. Junior High School Case Studies
Figure 11. High School Case Studies
Figure 12. Others Case Studies
Figure 13. STEAM Education Report Years Considered
Figure 14. Global STEAM Education Market Size (US$ Million), Year-over-Year: 2020-2031
Figure 15. Global STEAM Education Market Size, (US$ Million), 2020 VS 2024 VS 2031
Figure 16. Global STEAM Education Market Share by Region: 2024 VS 2031
Figure 17. Global STEAM Education Market Share by Players in 2024
Figure 18. Global Top STEAM Education Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in STEAM Education as of 2024)
Figure 19. The Top 10 and 5 Players Market Share by STEAM Education Revenue in 2024
Figure 20. North America STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 21. North America STEAM Education Market Share by Country (2020-2031)
Figure 22. United States STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 23. Canada STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 24. Europe STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 25. Europe STEAM Education Market Share by Country (2020-2031)
Figure 26. Germany STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 27. France STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 28. U.K. STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 29. Italy STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 30. Russia STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 31. Nordic Countries STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 32. Asia-Pacific STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 33. Asia-Pacific STEAM Education Market Share by Region (2020-2031)
Figure 34. China STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 35. Japan STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 36. South Korea STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 37. Southeast Asia STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 38. India STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 39. Australia STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 40. Latin America STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 41. Latin America STEAM Education Market Share by Country (2020-2031)
Figure 42. Mexico STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 43. Brazil STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 44. Middle East & Africa STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 45. Middle East & Africa STEAM Education Market Share by Country (2020-2031)
Figure 46. Turkey STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 47. Saudi Arabia STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 48. UAE STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 49. Youbetter Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 50. Makeblock Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 51. LEGO Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 52. Ubtech Robotics Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 53. Roblox Corporation Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 54. Byju's Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 55. DFrobot Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 56. Chaihuo Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 57. Gaotu Techedu Inc Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 58. Stride Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 59. Pearson Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 60. Bottom-up and Top-down Approaches for This Report
Figure 61. Data Triangulation
Figure 62. Key Executives Interviewed
Table 1. Global STEAM Education Market Size Growth Rate by Type (US$ Million): 2020 VS 2024 VS 2031
Table 2. Key Players of Robot Programming
Table 3. Key Players of Software Programming
Table 4. Key Players of Scientific Literacy
Table 5. Global STEAM Education Market Size Growth by Application (US$ Million): 2020 VS 2024 VS 2031
Table 6. Global STEAM Education Market Size by Region (US$ Million): 2020 VS 2024 VS 2031
Table 7. Global STEAM Education Market Size by Region (2020-2025) & (US$ Million)
Table 8. Global STEAM Education Market Share by Region (2020-2025)
Table 9. Global STEAM Education Forecasted Market Size by Region (2026-2031) & (US$ Million)
Table 10. Global STEAM Education Market Share by Region (2026-2031)
Table 11. STEAM Education Market Trends
Table 12. STEAM Education Market Drivers
Table 13. STEAM Education Market Challenges
Table 14. STEAM Education Market Restraints
Table 15. Global STEAM Education Revenue by Players (2020-2025) & (US$ Million)
Table 16. Global STEAM Education Market Share by Players (2020-2025)
Table 17. Global Top STEAM Education Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in STEAM Education as of 2024)
Table 18. Ranking of Global Top STEAM Education Companies by Revenue (US$ Million) in 2024
Table 19. Global 5 Largest Players Market Share by STEAM Education Revenue (CR5 and HHI) & (2020-2025)
Table 20. Global Key Players of STEAM Education, Headquarters and Area Served
Table 21. Global Key Players of STEAM Education, Product and Application
Table 22. Global Key Players of STEAM Education, Date of Enter into This Industry
Table 23. Mergers & Acquisitions, Expansion Plans
Table 24. Global STEAM Education Market Size by Type (2020-2025) & (US$ Million)
Table 25. Global STEAM Education Revenue Market Share by Type (2020-2025)
Table 26. Global STEAM Education Forecasted Market Size by Type (2026-2031) & (US$ Million)
Table 27. Global STEAM Education Revenue Market Share by Type (2026-2031)
Table 28. Global STEAM Education Market Size by Application (2020-2025) & (US$ Million)
Table 29. Global STEAM Education Revenue Market Share by Application (2020-2025)
Table 30. Global STEAM Education Forecasted Market Size by Application (2026-2031) & (US$ Million)
Table 31. Global STEAM Education Revenue Market Share by Application (2026-2031)
Table 32. North America STEAM Education Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
Table 33. North America STEAM Education Market Size by Country (2020-2025) & (US$ Million)
Table 34. North America STEAM Education Market Size by Country (2026-2031) & (US$ Million)
Table 35. Europe STEAM Education Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
Table 36. Europe STEAM Education Market Size by Country (2020-2025) & (US$ Million)
Table 37. Europe STEAM Education Market Size by Country (2026-2031) & (US$ Million)
Table 38. Asia-Pacific STEAM Education Market Size Growth Rate by Region (US$ Million): 2020 VS 2024 VS 2031
Table 39. Asia-Pacific STEAM Education Market Size by Region (2020-2025) & (US$ Million)
Table 40. Asia-Pacific STEAM Education Market Size by Region (2026-2031) & (US$ Million)
Table 41. Latin America STEAM Education Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
Table 42. Latin America STEAM Education Market Size by Country (2020-2025) & (US$ Million)
Table 43. Latin America STEAM Education Market Size by Country (2026-2031) & (US$ Million)
Table 44. Middle East & Africa STEAM Education Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
Table 45. Middle East & Africa STEAM Education Market Size by Country (2020-2025) & (US$ Million)
Table 46. Middle East & Africa STEAM Education Market Size by Country (2026-2031) & (US$ Million)
Table 47. Youbetter Company Details
Table 48. Youbetter Business Overview
Table 49. Youbetter STEAM Education Product
Table 50. Youbetter Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 51. Youbetter Recent Development
Table 52. Makeblock Company Details
Table 53. Makeblock Business Overview
Table 54. Makeblock STEAM Education Product
Table 55. Makeblock Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 56. Makeblock Recent Development
Table 57. LEGO Company Details
Table 58. LEGO Business Overview
Table 59. LEGO STEAM Education Product
Table 60. LEGO Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 61. LEGO Recent Development
Table 62. Ubtech Robotics Company Details
Table 63. Ubtech Robotics Business Overview
Table 64. Ubtech Robotics STEAM Education Product
Table 65. Ubtech Robotics Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 66. Ubtech Robotics Recent Development
Table 67. Roblox Corporation Company Details
Table 68. Roblox Corporation Business Overview
Table 69. Roblox Corporation STEAM Education Product
Table 70. Roblox Corporation Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 71. Roblox Corporation Recent Development
Table 72. Byju's Company Details
Table 73. Byju's Business Overview
Table 74. Byju's STEAM Education Product
Table 75. Byju's Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 76. Byju's Recent Development
Table 77. DFrobot Company Details
Table 78. DFrobot Business Overview
Table 79. DFrobot STEAM Education Product
Table 80. DFrobot Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 81. DFrobot Recent Development
Table 82. Chaihuo Company Details
Table 83. Chaihuo Business Overview
Table 84. Chaihuo STEAM Education Product
Table 85. Chaihuo Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 86. Chaihuo Recent Development
Table 87. Gaotu Techedu Inc Company Details
Table 88. Gaotu Techedu Inc Business Overview
Table 89. Gaotu Techedu Inc STEAM Education Product
Table 90. Gaotu Techedu Inc Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 91. Gaotu Techedu Inc Recent Development
Table 92. Stride Company Details
Table 93. Stride Business Overview
Table 94. Stride STEAM Education Product
Table 95. Stride Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 96. Stride Recent Development
Table 97. Pearson Company Details
Table 98. Pearson Business Overview
Table 99. Pearson STEAM Education Product
Table 100. Pearson Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 101. Pearson Recent Development
Table 102. Research Programs/Design for This Report
Table 103. Key Data Information from Secondary Sources
Table 104. Key Data Information from Primary Sources
Table 105. Authors List of This Report
List of Figures
Figure 1. STEAM Education Picture
Figure 2. Global STEAM Education Market Size Comparison by Type (2020-2031) & (US$ Million)
Figure 3. Global STEAM Education Market Share by Type: 2024 VS 2031
Figure 4. Robot Programming Features
Figure 5. Software Programming Features
Figure 6. Scientific Literacy Features
Figure 7. Global STEAM Education Market Size by Application (2020-2031) & (US$ Million)
Figure 8. Global STEAM Education Market Share by Application: 2024 VS 2031
Figure 9. Primary School Case Studies
Figure 10. Junior High School Case Studies
Figure 11. High School Case Studies
Figure 12. Others Case Studies
Figure 13. STEAM Education Report Years Considered
Figure 14. Global STEAM Education Market Size (US$ Million), Year-over-Year: 2020-2031
Figure 15. Global STEAM Education Market Size, (US$ Million), 2020 VS 2024 VS 2031
Figure 16. Global STEAM Education Market Share by Region: 2024 VS 2031
Figure 17. Global STEAM Education Market Share by Players in 2024
Figure 18. Global Top STEAM Education Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in STEAM Education as of 2024)
Figure 19. The Top 10 and 5 Players Market Share by STEAM Education Revenue in 2024
Figure 20. North America STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 21. North America STEAM Education Market Share by Country (2020-2031)
Figure 22. United States STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 23. Canada STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 24. Europe STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 25. Europe STEAM Education Market Share by Country (2020-2031)
Figure 26. Germany STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 27. France STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 28. U.K. STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 29. Italy STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 30. Russia STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 31. Nordic Countries STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 32. Asia-Pacific STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 33. Asia-Pacific STEAM Education Market Share by Region (2020-2031)
Figure 34. China STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 35. Japan STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 36. South Korea STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 37. Southeast Asia STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 38. India STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 39. Australia STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 40. Latin America STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 41. Latin America STEAM Education Market Share by Country (2020-2031)
Figure 42. Mexico STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 43. Brazil STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 44. Middle East & Africa STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 45. Middle East & Africa STEAM Education Market Share by Country (2020-2031)
Figure 46. Turkey STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 47. Saudi Arabia STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 48. UAE STEAM Education Market Size YoY Growth (2020-2031) & (US$ Million)
Figure 49. Youbetter Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 50. Makeblock Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 51. LEGO Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 52. Ubtech Robotics Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 53. Roblox Corporation Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 54. Byju's Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 55. DFrobot Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 56. Chaihuo Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 57. Gaotu Techedu Inc Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 58. Stride Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 59. Pearson Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 60. Bottom-up and Top-down Approaches for This Report
Figure 61. Data Triangulation
Figure 62. Key Executives Interviewed
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