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Global STEAM Education Industry Chain Analysis Report 2025

11-21-2025 02:35 AM CET | Business, Economy, Finances, Banking & Insurance

Press release from: Global Info Research

Global STEAM Education Industry Chain Analysis Report 2025

On Nov 21, Global Info Research released "Global STEAM Education Market 2025 by Manufacturers, Regions, Type and Application, Forecast to 2031". This report includes an overview of the development of the STEAM Education industry chain, the market status of STEAM Education Market, and key enterprises in developed and developing market, and analysed the cutting-edge technology, patent, hot applications and market trends of STEAM Education.

According to our (Global Info Research) latest study, the global STEAM Education market size was valued at US$ 15140 million in 2024 and is forecast to a readjusted size of USD 37540 million by 2031 with a CAGR of 14.0% during review 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 is a detailed and comprehensive analysis for global STEAM Education market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2025, are provided.

Sample Report Request STEAM Education
https://www.globalinforesearch.com/reports/2463290/steam-education

Market segment by Type: Robot Programming、 Software Programming、 Scientific Literacy
Market segment by Application: Primary School、 Junior High School、 High School、 Others
Major players covered: Youbetter、 Makeblock、 LEGO、 Ubtech Robotics、 Roblox Corporation、 Byju's、 DFrobot、 Chaihuo、 Gaotu Techedu Inc、 Stride、 Pearson
Market segment by region, regional analysis covers: North America (United States, Canada and Mexico), Europe (Germany, France, United Kingdom, Russia, Italy, and Rest of Europe), Asia-Pacific (China, Japan, Korea, India, Southeast Asia, and Australia),South America (Brazil, Argentina, Colombia, and Rest of South America),Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa, and Rest of Middle East & Africa).

The content of the study subjects, includes a total of 15 chapters:
Chapter 1, to describe STEAM Education product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top manufacturers of STEAM Education, with price, sales, revenue and global market share of STEAM Education from 2020 to 2025.
Chapter 3, the STEAM Education competitive situation, sales quantity, revenue and global market share of top manufacturers are analyzed emphatically by landscape contrast.
Chapter 4, the STEAM Education breakdown data are shown at the regional level, to show the sales quantity, consumption value and growth by regions, from 2020 to 2031.
Chapter 5 and 6, to segment the sales by Type and application, with sales market share and growth rate by type, application, from 2020 to 2031.
Chapter 7, 8, 9, 10 and 11, to break the sales data at the country level, with sales quantity, consumption value and market share for key countries in the world, from 2020 to 2024.and STEAM Education market forecast, by regions, type and application, with sales and revenue, from 2025 to 2031.
Chapter 12, market dynamics, drivers, restraints, trends and Porters Five Forces analysis.
Chapter 13, the key raw materials and key suppliers, and industry chain of STEAM Education.
Chapter 14 and 15, to describe STEAM Education sales channel, distributors, customers, research findings and conclusion.

Data Sources:
Via authorized organizations:customs statistics, industrial associations, relevant international societies, and academic publications etc.
Via trusted Internet sources.Such as industry news, publications on this industry, annual reports of public companies, Bloomberg Business, Wind Info, Hoovers, Factiva (Dow Jones & Company), Trading Economics, News Network, Statista, Federal Reserve Economic Data, BIS Statistics, ICIS, Companies House Documentsm, investor presentations, SEC filings of companies, etc.
Via interviews. Our interviewees includes manufacturers, related companies, industry experts, distributors, business (sales) staff, directors, CEO, marketing executives, executives from related industries/organizations, customers and raw material suppliers to obtain the latest information on the primary market;
Via data exchange. We have been consulting in this industry for 16 years and have collaborations with the players in this field. Thus, we get access to (part of) their unpublished data, by exchanging with them the data we have.

From our partners.We have information agencies as partners and they are located worldwide, thus we get (or purchase) the latest data from them.
Via our long-term tracking and gathering of data from this industry.We have a database that contains history data regarding the market.

About Us:

Global Info Research
Web: https://www.globalinforesearch.com
CN: 0086-176 6505 2062
HK: 00852-58030175
US: 001-347 966 1888
Email: report@globalinforesearch.com

Global Info Research is a company that digs deep into global industry information to support enterprises with market strategies and in-depth market development analysis reports. We provides market information consulting services in the global region to support enterprise strategic planning and official information reporting, and focuses on customized research, management consulting, IPO consulting, industry chain research, database and top industry services. At the same time, Global Info Research is also a report publisher, a customer and an interest-based suppliers, and is trusted by more than 30,000 companies around the world. We will always carry out all aspects of our business with excellent expertise and experience.

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