Steam Education Market Size, Share, and Trends 2024 to 2034

The global steam education market size is calculated at USD 22.19 billion in 2025 and is forecasted to reach around USD 52.74 billion by 2034, accelerating at a CAGR of 10.10% from 2025 to 2034. The market sizing and forecasts are revenue-based (USD Million/Billion), with 2024 as the base year.

  • Last Updated : March 2025
  • Report Code : 5776
  • Category : ICT

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis 

4.3.2. Sales and Distribution Channel Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. COVID 19 Impact on Steam Education Market 

5.1. COVID-19 Landscape: Steam Education Industry Impact

5.2. COVID 19 - Impact Assessment for the Industry

5.3. COVID 19 Impact: Global Major Government Policy

5.4. Market Trends and Opportunities in the COVID-19 Landscape

6.1. Market Dynamics

6.1.1. Market Drivers

6.1.2. Market Restraints

6.1.3. Market Opportunities

6.2. Porter’s Five Forces Analysis

6.2.1. Bargaining power of suppliers

6.2.2. Bargaining power of buyers

6.2.3. Threat of substitute

6.2.4. Threat of new entrants

6.2.5. Degree of competition

Chapter 7. Competitive Landscape

7.1.1. Company Market Share/Positioning Analysis

7.1.2. Key Strategies Adopted by Players

7.1.3. Vendor Landscape

7.1.3.1. List of Suppliers

7.1.3.2. List of Buyers

Chapter 8. Global Steam Education Market, By Content Delivery Formats

8.1. Steam Education Market, by Content Delivery Formats

8.1.1 Hybrid Models

8.1.1.1. Market Revenue and Forecast

8.1.2. Hybrid Models

8.1.2.1. Market Revenue and Forecast

8.1.3. In-person workshops and classes

8.1.3.1. Market Revenue and Forecast

Chapter 9. Global Steam Education Market, By Target Audience

9.1. Steam Education Market, by Target Audience

9.1.1. K12 Education

9.1.1.1. Market Revenue and Forecast

9.1.2. Higher education

9.1.2.1. Market Revenue and Forecast

9.1.3. Professional Development

9.1.3.1. Market Revenue and Forecast

Chapter 10. Global Steam Education Market, By Subject Focus

10.1. Steam Education Market, by Subject Focus

10.1.1. Science

10.1.1.1. Market Revenue and Forecast

10.1.2. Technology

10.1.2.1. Market Revenue and Forecast

10.1.3. Engineering

10.1.3.1. Market Revenue and Forecast

10.1.4. Arts Mathematics

10.1.4.1. Market Revenue and Forecast

Chapter 11. Global Steam Education Market, Regional Estimates and Trend Forecast

11.1. North America

11.1.1. Market Revenue and Forecast, by Content Delivery Formats

11.1.2. Market Revenue and Forecast, by Target Audience

11.1.3. Market Revenue and Forecast, by Subject Focus

11.1.4. U.S.

11.1.4.1. Market Revenue and Forecast, by Content Delivery Formats

11.1.4.2. Market Revenue and Forecast, by Target Audience

11.1.4.3. Market Revenue and Forecast, by Subject Focus

11.1.5. Rest of North America

11.1.5.1. Market Revenue and Forecast, by Content Delivery Formats

11.1.5.2. Market Revenue and Forecast, by Target Audience

11.1.5.3. Market Revenue and Forecast, by Subject Focus

11.2. Europe

11.2.1. Market Revenue and Forecast, by Content Delivery Formats

11.2.2. Market Revenue and Forecast, by Target Audience

11.2.3. Market Revenue and Forecast, by Subject Focus

11.2.4. UK

11.2.4.1. Market Revenue and Forecast, by Content Delivery Formats

11.2.4.2. Market Revenue and Forecast, by Target Audience

11.2.4.3. Market Revenue and Forecast, by Subject Focus

11.2.5. Germany

11.2.5.1. Market Revenue and Forecast, by Content Delivery Formats

11.2.5.2. Market Revenue and Forecast, by Target Audience

11.2.5.3. Market Revenue and Forecast, by Subject Focus

11.2.6. France

11.2.6.1. Market Revenue and Forecast, by Content Delivery Formats

11.2.6.2. Market Revenue and Forecast, by Target Audience

11.2.6.3. Market Revenue and Forecast, by Subject Focus

11.2.7. Rest of Europe

11.2.7.1. Market Revenue and Forecast, by Content Delivery Formats

11.2.7.2. Market Revenue and Forecast, by Target Audience

11.2.7.3. Market Revenue and Forecast, by Subject Focus

11.3. APAC

11.3.1. Market Revenue and Forecast, by Content Delivery Formats

11.3.2. Market Revenue and Forecast, by Target Audience

11.3.3. Market Revenue and Forecast, by Subject Focus

11.3.4. India

11.3.4.1. Market Revenue and Forecast, by Content Delivery Formats

11.3.4.2. Market Revenue and Forecast, by Target Audience

11.3.4.3. Market Revenue and Forecast, by Subject Focus

11.3.5. China

11.3.5.1. Market Revenue and Forecast, by Content Delivery Formats

11.3.5.2. Market Revenue and Forecast, by Target Audience

11.3.5.3. Market Revenue and Forecast, by Subject Focus

11.3.6. Japan

11.3.6.1. Market Revenue and Forecast, by Content Delivery Formats

11.3.6.2. Market Revenue and Forecast, by Target Audience

11.3.6.3. Market Revenue and Forecast, by Subject Focus

11.3.7. Rest of APAC

11.3.7.1. Market Revenue and Forecast, by Content Delivery Formats

11.3.7.2. Market Revenue and Forecast, by Target Audience

11.3.7.3. Market Revenue and Forecast, by Subject Focus

11.4. MEA

11.4.1. Market Revenue and Forecast, by Content Delivery Formats

11.4.2. Market Revenue and Forecast, by Target Audience

11.4.3. Market Revenue and Forecast, by Subject Focus

11.4.4. GCC

11.4.4.1. Market Revenue and Forecast, by Content Delivery Formats

11.4.4.2. Market Revenue and Forecast, by Target Audience

11.4.4.3. Market Revenue and Forecast, by Subject Focus

11.4.5. North Africa

11.4.5.1. Market Revenue and Forecast, by Content Delivery Formats

11.4.5.2. Market Revenue and Forecast, by Target Audience

11.4.5.3. Market Revenue and Forecast, by Subject Focus

11.4.6. South Africa

11.4.6.1. Market Revenue and Forecast, by Content Delivery Formats

11.4.6.2. Market Revenue and Forecast, by Target Audience

11.4.6.3. Market Revenue and Forecast, by Subject Focus

11.4.7. Rest of MEA

11.4.7.1. Market Revenue and Forecast, by Content Delivery Formats

11.4.7.2. Market Revenue and Forecast, by Target Audience

11.4.7.3. Market Revenue and Forecast, by Subject Focus

11.5. Latin America

11.5.1. Market Revenue and Forecast, by Content Delivery Formats

11.5.2. Market Revenue and Forecast, by Target Audience

11.5.3. Market Revenue and Forecast, by Subject Focus

11.5.4. Brazil

11.5.4.1. Market Revenue and Forecast, by Content Delivery Formats

11.5.4.2. Market Revenue and Forecast, by Target Audience

11.5.4.3. Market Revenue and Forecast, by Subject Focus

11.5.5. Rest of LATAM

11.5.5.1. Market Revenue and Forecast, by Content Delivery Formats

11.5.5.2. Market Revenue and Forecast, by Target Audience

11.5.5.3. Market Revenue and Forecast, by Subject Focus

Chapter 12. Company Profiles

12.1. You better

12.1.1. Company Overview

12.1.2. Product Offerings

12.1.3. Financial Performance

12.1.4. Recent Initiatives

12.2. Makeblock

12.2.1. Company Overview

12.2.2. Product Offerings

12.2.3. Financial Performance

12.2.4. Recent Initiatives

12.3. Lego

12.3.1. Company Overview

12.3.2. Product Offerings

12.3.3. Financial Performance

12.3.4. Recent Initiatives

12.4. Metas

12.4.1. Company Overview

12.4.2. Product Offerings

12.4.3. Financial Performance

12.4.4. Recent Initiatives

12.5. Microduino

12.5.1. Company Overview

12.5.2. Product Offerings

12.5.3. Financial Performance

12.5.4. Recent Initiatives

12.6. EduKatey

12.6.1. Company Overview

12.6.2. Product Offerings

12.6.3. Financial Performance

12.6.4. Recent Initiatives

12.7. Stemi

12.7.1. Company Overview

12.7.2. Product Offerings

12.7.3. Financial Performance

12.7.4. Recent Initiatives

12.8. USASEF

12.8.1. Company Overview

12.8.2. Product Offerings

12.8.3. Financial Performance

12.8.4. Recent Initiatives

12.9. Pleasant Grove ISD

12.9.1. Company Overview

12.9.2. Product Offerings

12.9.3. Financial Performance

12.9.4. Recent Initiatives

12.10. Inspirely Education

12.10.1. Company Overview

12.10.2. Product Offerings

12.10.3. Financial Performance

12.10.4. Recent Initiatives

Chapter 13. Research Methodology

13.1. Primary Research

13.2. Secondary Research

13.3. Assumptions

Chapter 14. Appendix

14.1. About Us

14.2. Glossary of Terms

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Frequently Asked Questions

The global steam education market size is expected to grow from USD 20.15 billion in 2024 to USD 52.74 billion by 2034.

The steam education market is anticipated to grow at a CAGR of 10.10% between 2025 and 2034.

The major players operating in the steam education market are You better, Makeblock, Lego, Metas, Microduino, EduKatey, Stemi, USASEF, Pleasant Grove ISD, Inspirely Education, Beacon House, Gateway, Horizon Education, DFrobot, CHAIHUO, and Others.

The driving factors of the steam education market are the encourages students to apply their skills in real-world scenarios and fosters interdisciplinary learning.

North America region will lead the global steam education market during the forecast period 2025 to 2034.

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