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Global Classroom Solution for STEAM Market Research Report 2025
Published Date: May 2025
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Report Code: QYRE-Auto-7H13224
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Global Classroom Solution for STEAM Market Research Report 2025

Code: QYRE-Auto-7H13224
Report
May 2025
Pages:119
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

Classroom Solution for STEAM Market Size

The global market for Classroom Solution for STEAM was valued at US$ 4597 million in the year 2024 and is projected to reach a revised size of US$ 7945 million by 2031, growing at a CAGR of 8.3% during the forecast period.

Classroom Solution for STEAM Market

Classroom Solution for STEAM Market

Classroom Solution for STEAM (Science, Technology, Engineering, Arts, and Mathematics) is a comprehensive educational package designed to support STEAM-based learning in classrooms. It typically includes curriculum materials, interactive resources, and hands-on activities to engage students in interdisciplinary learning experiences that promote critical thinking and problem-solving skills across these disciplines.
North American market for Classroom Solution for STEAM is estimated to increase from $ million in 2024 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
Asia-Pacific market for Classroom Solution for STEAM is estimated to increase from $ million in 2024 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
The global market for Classroom Solution for STEAM in Primary School is estimated to increase from $ million in 2024 to $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
The major global companies of Classroom Solution for STEAM include BanBao, Bandai, Byju's, Chaihuo, DFrobot, Gaotu Techedu Inc, Gigotoys, Giochi Preziosi, Hasbro, JAKKS Pacific, etc. In 2024, the world's top three vendors accounted for approximately % of the revenue.
This report aims to provide a comprehensive presentation of the global market for Classroom Solution for STEAM, 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 Classroom Solution for STEAM.
The Classroom Solution for STEAM 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 Classroom Solution for STEAM 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 Classroom Solution for STEAM 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

Scope of Classroom Solution for STEAM Market Report

Report Metric Details
Report Name Classroom Solution for STEAM Market
Accounted market size in year US$ 4597 million
Forecasted market size in 2031 US$ 7945 million
CAGR 8.3%
Base Year year
Forecasted years 2025 - 2031
Segment by Type
  • Toy
  • Service
  • Other
Segment by Application
  • Primary School
  • Middle School
  • High School
  • Other
By Region
  • North America (United States, Canada)
  • Europe (Germany, France, UK, Italy, Russia) Rest of Europe
  • Nordic Countries
  • Asia-Pacific (China, Japan, South Korea)
  • Southeast Asia (India, Australia)
  • Rest of Asia
  • Latin America (Mexico, Brazil)
  • Rest of Latin America
  • Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of MEA)
By Company BanBao, Bandai, Byju's, Chaihuo, DFrobot, Gaotu Techedu Inc, Gigotoys, Giochi Preziosi, Hasbro, JAKKS Pacific, Leapfrog, LEGO, Makeblock, Mattel, Melissa & Doug, MGA Entertainment, MindWare, Pearson, PLAYMOBIL, Ravensburger, Roblox Corporation, Safari, Simba-Dickie Group, Spin Master, Stride, TAKARA TOMY, Ubtech Robotics, Vtech, Youbetter
Forecast units USD million in value
Report coverage Revenue and volume forecast, company share, competitive landscape, growth factors and trends

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 Classroom Solution for STEAM 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.

FAQ for this report

How fast is Classroom Solution for STEAM Market growing?

Ans: The Classroom Solution for STEAM Market witnessing a CAGR of 8.3% during the forecast period 2025-2031.

What is the Classroom Solution for STEAM Market size in 2031?

Ans: The Classroom Solution for STEAM Market size in 2031 will be US$ 7945 million.

Who are the main players in the Classroom Solution for STEAM Market report?

Ans: The main players in the Classroom Solution for STEAM Market are BanBao, Bandai, Byju's, Chaihuo, DFrobot, Gaotu Techedu Inc, Gigotoys, Giochi Preziosi, Hasbro, JAKKS Pacific, Leapfrog, LEGO, Makeblock, Mattel, Melissa & Doug, MGA Entertainment, MindWare, Pearson, PLAYMOBIL, Ravensburger, Roblox Corporation, Safari, Simba-Dickie Group, Spin Master, Stride, TAKARA TOMY, Ubtech Robotics, Vtech, Youbetter

What are the Application segmentation covered in the Classroom Solution for STEAM Market report?

Ans: The Applications covered in the Classroom Solution for STEAM Market report are Primary School, Middle School, High School, Other

What are the Type segmentation covered in the Classroom Solution for STEAM Market report?

Ans: The Types covered in the Classroom Solution for STEAM Market report are Toy, Service, Other

Recommended Reports

STEAM Education

Educational Software

Classroom Technology

1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Classroom Solution for STEAM Market Size Growth Rate by Type: 2020 VS 2024 VS 2031
1.2.2 Toy
1.2.3 Service
1.2.4 Other
1.3 Market by Application
1.3.1 Global Classroom Solution for STEAM Market Growth by Application: 2020 VS 2024 VS 2031
1.3.2 Primary School
1.3.3 Middle School
1.3.4 High School
1.3.5 Other
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Classroom Solution for STEAM Market Perspective (2020-2031)
2.2 Global Classroom Solution for STEAM Growth Trends by Region
2.2.1 Global Classroom Solution for STEAM Market Size by Region: 2020 VS 2024 VS 2031
2.2.2 Classroom Solution for STEAM Historic Market Size by Region (2020-2025)
2.2.3 Classroom Solution for STEAM Forecasted Market Size by Region (2026-2031)
2.3 Classroom Solution for STEAM Market Dynamics
2.3.1 Classroom Solution for STEAM Industry Trends
2.3.2 Classroom Solution for STEAM Market Drivers
2.3.3 Classroom Solution for STEAM Market Challenges
2.3.4 Classroom Solution for STEAM Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Classroom Solution for STEAM Players by Revenue
3.1.1 Global Top Classroom Solution for STEAM Players by Revenue (2020-2025)
3.1.2 Global Classroom Solution for STEAM Revenue Market Share by Players (2020-2025)
3.2 Global Classroom Solution for STEAM Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players Ranking by Classroom Solution for STEAM Revenue
3.4 Global Classroom Solution for STEAM Market Concentration Ratio
3.4.1 Global Classroom Solution for STEAM Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Classroom Solution for STEAM Revenue in 2024
3.5 Global Key Players of Classroom Solution for STEAM Head office and Area Served
3.6 Global Key Players of Classroom Solution for STEAM, Product and Application
3.7 Global Key Players of Classroom Solution for STEAM, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Classroom Solution for STEAM Breakdown Data by Type
4.1 Global Classroom Solution for STEAM Historic Market Size by Type (2020-2025)
4.2 Global Classroom Solution for STEAM Forecasted Market Size by Type (2026-2031)
5 Classroom Solution for STEAM Breakdown Data by Application
5.1 Global Classroom Solution for STEAM Historic Market Size by Application (2020-2025)
5.2 Global Classroom Solution for STEAM Forecasted Market Size by Application (2026-2031)
6 North America
6.1 North America Classroom Solution for STEAM Market Size (2020-2031)
6.2 North America Classroom Solution for STEAM Market Growth Rate by Country: 2020 VS 2024 VS 2031
6.3 North America Classroom Solution for STEAM Market Size by Country (2020-2025)
6.4 North America Classroom Solution for STEAM Market Size by Country (2026-2031)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Classroom Solution for STEAM Market Size (2020-2031)
7.2 Europe Classroom Solution for STEAM Market Growth Rate by Country: 2020 VS 2024 VS 2031
7.3 Europe Classroom Solution for STEAM Market Size by Country (2020-2025)
7.4 Europe Classroom Solution for STEAM 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 Classroom Solution for STEAM Market Size (2020-2031)
8.2 Asia-Pacific Classroom Solution for STEAM Market Growth Rate by Region: 2020 VS 2024 VS 2031
8.3 Asia-Pacific Classroom Solution for STEAM Market Size by Region (2020-2025)
8.4 Asia-Pacific Classroom Solution for STEAM 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 Classroom Solution for STEAM Market Size (2020-2031)
9.2 Latin America Classroom Solution for STEAM Market Growth Rate by Country: 2020 VS 2024 VS 2031
9.3 Latin America Classroom Solution for STEAM Market Size by Country (2020-2025)
9.4 Latin America Classroom Solution for STEAM Market Size by Country (2026-2031)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Classroom Solution for STEAM Market Size (2020-2031)
10.2 Middle East & Africa Classroom Solution for STEAM Market Growth Rate by Country: 2020 VS 2024 VS 2031
10.3 Middle East & Africa Classroom Solution for STEAM Market Size by Country (2020-2025)
10.4 Middle East & Africa Classroom Solution for STEAM Market Size by Country (2026-2031)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 BanBao
11.1.1 BanBao Company Details
11.1.2 BanBao Business Overview
11.1.3 BanBao Classroom Solution for STEAM Introduction
11.1.4 BanBao Revenue in Classroom Solution for STEAM Business (2020-2025)
11.1.5 BanBao Recent Development
11.2 Bandai
11.2.1 Bandai Company Details
11.2.2 Bandai Business Overview
11.2.3 Bandai Classroom Solution for STEAM Introduction
11.2.4 Bandai Revenue in Classroom Solution for STEAM Business (2020-2025)
11.2.5 Bandai Recent Development
11.3 Byju's
11.3.1 Byju's Company Details
11.3.2 Byju's Business Overview
11.3.3 Byju's Classroom Solution for STEAM Introduction
11.3.4 Byju's Revenue in Classroom Solution for STEAM Business (2020-2025)
11.3.5 Byju's Recent Development
11.4 Chaihuo
11.4.1 Chaihuo Company Details
11.4.2 Chaihuo Business Overview
11.4.3 Chaihuo Classroom Solution for STEAM Introduction
11.4.4 Chaihuo Revenue in Classroom Solution for STEAM Business (2020-2025)
11.4.5 Chaihuo Recent Development
11.5 DFrobot
11.5.1 DFrobot Company Details
11.5.2 DFrobot Business Overview
11.5.3 DFrobot Classroom Solution for STEAM Introduction
11.5.4 DFrobot Revenue in Classroom Solution for STEAM Business (2020-2025)
11.5.5 DFrobot Recent Development
11.6 Gaotu Techedu Inc
11.6.1 Gaotu Techedu Inc Company Details
11.6.2 Gaotu Techedu Inc Business Overview
11.6.3 Gaotu Techedu Inc Classroom Solution for STEAM Introduction
11.6.4 Gaotu Techedu Inc Revenue in Classroom Solution for STEAM Business (2020-2025)
11.6.5 Gaotu Techedu Inc Recent Development
11.7 Gigotoys
11.7.1 Gigotoys Company Details
11.7.2 Gigotoys Business Overview
11.7.3 Gigotoys Classroom Solution for STEAM Introduction
11.7.4 Gigotoys Revenue in Classroom Solution for STEAM Business (2020-2025)
11.7.5 Gigotoys Recent Development
11.8 Giochi Preziosi
11.8.1 Giochi Preziosi Company Details
11.8.2 Giochi Preziosi Business Overview
11.8.3 Giochi Preziosi Classroom Solution for STEAM Introduction
11.8.4 Giochi Preziosi Revenue in Classroom Solution for STEAM Business (2020-2025)
11.8.5 Giochi Preziosi Recent Development
11.9 Hasbro
11.9.1 Hasbro Company Details
11.9.2 Hasbro Business Overview
11.9.3 Hasbro Classroom Solution for STEAM Introduction
11.9.4 Hasbro Revenue in Classroom Solution for STEAM Business (2020-2025)
11.9.5 Hasbro Recent Development
11.10 JAKKS Pacific
11.10.1 JAKKS Pacific Company Details
11.10.2 JAKKS Pacific Business Overview
11.10.3 JAKKS Pacific Classroom Solution for STEAM Introduction
11.10.4 JAKKS Pacific Revenue in Classroom Solution for STEAM Business (2020-2025)
11.10.5 JAKKS Pacific Recent Development
11.11 Leapfrog
11.11.1 Leapfrog Company Details
11.11.2 Leapfrog Business Overview
11.11.3 Leapfrog Classroom Solution for STEAM Introduction
11.11.4 Leapfrog Revenue in Classroom Solution for STEAM Business (2020-2025)
11.11.5 Leapfrog Recent Development
11.12 LEGO
11.12.1 LEGO Company Details
11.12.2 LEGO Business Overview
11.12.3 LEGO Classroom Solution for STEAM Introduction
11.12.4 LEGO Revenue in Classroom Solution for STEAM Business (2020-2025)
11.12.5 LEGO Recent Development
11.13 Makeblock
11.13.1 Makeblock Company Details
11.13.2 Makeblock Business Overview
11.13.3 Makeblock Classroom Solution for STEAM Introduction
11.13.4 Makeblock Revenue in Classroom Solution for STEAM Business (2020-2025)
11.13.5 Makeblock Recent Development
11.14 Mattel
11.14.1 Mattel Company Details
11.14.2 Mattel Business Overview
11.14.3 Mattel Classroom Solution for STEAM Introduction
11.14.4 Mattel Revenue in Classroom Solution for STEAM Business (2020-2025)
11.14.5 Mattel Recent Development
11.15 Melissa & Doug
11.15.1 Melissa & Doug Company Details
11.15.2 Melissa & Doug Business Overview
11.15.3 Melissa & Doug Classroom Solution for STEAM Introduction
11.15.4 Melissa & Doug Revenue in Classroom Solution for STEAM Business (2020-2025)
11.15.5 Melissa & Doug Recent Development
11.16 MGA Entertainment
11.16.1 MGA Entertainment Company Details
11.16.2 MGA Entertainment Business Overview
11.16.3 MGA Entertainment Classroom Solution for STEAM Introduction
11.16.4 MGA Entertainment Revenue in Classroom Solution for STEAM Business (2020-2025)
11.16.5 MGA Entertainment Recent Development
11.17 MindWare
11.17.1 MindWare Company Details
11.17.2 MindWare Business Overview
11.17.3 MindWare Classroom Solution for STEAM Introduction
11.17.4 MindWare Revenue in Classroom Solution for STEAM Business (2020-2025)
11.17.5 MindWare Recent Development
11.18 Pearson
11.18.1 Pearson Company Details
11.18.2 Pearson Business Overview
11.18.3 Pearson Classroom Solution for STEAM Introduction
11.18.4 Pearson Revenue in Classroom Solution for STEAM Business (2020-2025)
11.18.5 Pearson Recent Development
11.19 PLAYMOBIL
11.19.1 PLAYMOBIL Company Details
11.19.2 PLAYMOBIL Business Overview
11.19.3 PLAYMOBIL Classroom Solution for STEAM Introduction
11.19.4 PLAYMOBIL Revenue in Classroom Solution for STEAM Business (2020-2025)
11.19.5 PLAYMOBIL Recent Development
11.20 Ravensburger
11.20.1 Ravensburger Company Details
11.20.2 Ravensburger Business Overview
11.20.3 Ravensburger Classroom Solution for STEAM Introduction
11.20.4 Ravensburger Revenue in Classroom Solution for STEAM Business (2020-2025)
11.20.5 Ravensburger Recent Development
11.21 Roblox Corporation
11.21.1 Roblox Corporation Company Details
11.21.2 Roblox Corporation Business Overview
11.21.3 Roblox Corporation Classroom Solution for STEAM Introduction
11.21.4 Roblox Corporation Revenue in Classroom Solution for STEAM Business (2020-2025)
11.21.5 Roblox Corporation Recent Development
11.22 Safari
11.22.1 Safari Company Details
11.22.2 Safari Business Overview
11.22.3 Safari Classroom Solution for STEAM Introduction
11.22.4 Safari Revenue in Classroom Solution for STEAM Business (2020-2025)
11.22.5 Safari Recent Development
11.23 Simba-Dickie Group
11.23.1 Simba-Dickie Group Company Details
11.23.2 Simba-Dickie Group Business Overview
11.23.3 Simba-Dickie Group Classroom Solution for STEAM Introduction
11.23.4 Simba-Dickie Group Revenue in Classroom Solution for STEAM Business (2020-2025)
11.23.5 Simba-Dickie Group Recent Development
11.24 Spin Master
11.24.1 Spin Master Company Details
11.24.2 Spin Master Business Overview
11.24.3 Spin Master Classroom Solution for STEAM Introduction
11.24.4 Spin Master Revenue in Classroom Solution for STEAM Business (2020-2025)
11.24.5 Spin Master Recent Development
11.25 Stride
11.25.1 Stride Company Details
11.25.2 Stride Business Overview
11.25.3 Stride Classroom Solution for STEAM Introduction
11.25.4 Stride Revenue in Classroom Solution for STEAM Business (2020-2025)
11.25.5 Stride Recent Development
11.26 TAKARA TOMY
11.26.1 TAKARA TOMY Company Details
11.26.2 TAKARA TOMY Business Overview
11.26.3 TAKARA TOMY Classroom Solution for STEAM Introduction
11.26.4 TAKARA TOMY Revenue in Classroom Solution for STEAM Business (2020-2025)
11.26.5 TAKARA TOMY Recent Development
11.27 Ubtech Robotics
11.27.1 Ubtech Robotics Company Details
11.27.2 Ubtech Robotics Business Overview
11.27.3 Ubtech Robotics Classroom Solution for STEAM Introduction
11.27.4 Ubtech Robotics Revenue in Classroom Solution for STEAM Business (2020-2025)
11.27.5 Ubtech Robotics Recent Development
11.28 Vtech
11.28.1 Vtech Company Details
11.28.2 Vtech Business Overview
11.28.3 Vtech Classroom Solution for STEAM Introduction
11.28.4 Vtech Revenue in Classroom Solution for STEAM Business (2020-2025)
11.28.5 Vtech Recent Development
11.29 Youbetter
11.29.1 Youbetter Company Details
11.29.2 Youbetter Business Overview
11.29.3 Youbetter Classroom Solution for STEAM Introduction
11.29.4 Youbetter Revenue in Classroom Solution for STEAM Business (2020-2025)
11.29.5 Youbetter 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 Classroom Solution for STEAM Market Size Growth Rate by Type (US$ Million): 2020 VS 2024 VS 2031
 Table 2. Key Players of Toy
 Table 3. Key Players of Service
 Table 4. Key Players of Other
 Table 5. Global Classroom Solution for STEAM Market Size Growth by Application (US$ Million): 2020 VS 2024 VS 2031
 Table 6. Global Classroom Solution for STEAM Market Size by Region (US$ Million): 2020 VS 2024 VS 2031
 Table 7. Global Classroom Solution for STEAM Market Size by Region (2020-2025) & (US$ Million)
 Table 8. Global Classroom Solution for STEAM Market Share by Region (2020-2025)
 Table 9. Global Classroom Solution for STEAM Forecasted Market Size by Region (2026-2031) & (US$ Million)
 Table 10. Global Classroom Solution for STEAM Market Share by Region (2026-2031)
 Table 11. Classroom Solution for STEAM Market Trends
 Table 12. Classroom Solution for STEAM Market Drivers
 Table 13. Classroom Solution for STEAM Market Challenges
 Table 14. Classroom Solution for STEAM Market Restraints
 Table 15. Global Classroom Solution for STEAM Revenue by Players (2020-2025) & (US$ Million)
 Table 16. Global Classroom Solution for STEAM Market Share by Players (2020-2025)
 Table 17. Global Top Classroom Solution for STEAM Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Classroom Solution for STEAM as of 2024)
 Table 18. Ranking of Global Top Classroom Solution for STEAM Companies by Revenue (US$ Million) in 2024
 Table 19. Global 5 Largest Players Market Share by Classroom Solution for STEAM Revenue (CR5 and HHI) & (2020-2025)
 Table 20. Global Key Players of Classroom Solution for STEAM, Headquarters and Area Served
 Table 21. Global Key Players of Classroom Solution for STEAM, Product and Application
 Table 22. Global Key Players of Classroom Solution for STEAM, Date of Enter into This Industry
 Table 23. Mergers & Acquisitions, Expansion Plans
 Table 24. Global Classroom Solution for STEAM Market Size by Type (2020-2025) & (US$ Million)
 Table 25. Global Classroom Solution for STEAM Revenue Market Share by Type (2020-2025)
 Table 26. Global Classroom Solution for STEAM Forecasted Market Size by Type (2026-2031) & (US$ Million)
 Table 27. Global Classroom Solution for STEAM Revenue Market Share by Type (2026-2031)
 Table 28. Global Classroom Solution for STEAM Market Size by Application (2020-2025) & (US$ Million)
 Table 29. Global Classroom Solution for STEAM Revenue Market Share by Application (2020-2025)
 Table 30. Global Classroom Solution for STEAM Forecasted Market Size by Application (2026-2031) & (US$ Million)
 Table 31. Global Classroom Solution for STEAM Revenue Market Share by Application (2026-2031)
 Table 32. North America Classroom Solution for STEAM Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 33. North America Classroom Solution for STEAM Market Size by Country (2020-2025) & (US$ Million)
 Table 34. North America Classroom Solution for STEAM Market Size by Country (2026-2031) & (US$ Million)
 Table 35. Europe Classroom Solution for STEAM Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 36. Europe Classroom Solution for STEAM Market Size by Country (2020-2025) & (US$ Million)
 Table 37. Europe Classroom Solution for STEAM Market Size by Country (2026-2031) & (US$ Million)
 Table 38. Asia-Pacific Classroom Solution for STEAM Market Size Growth Rate by Region (US$ Million): 2020 VS 2024 VS 2031
 Table 39. Asia-Pacific Classroom Solution for STEAM Market Size by Region (2020-2025) & (US$ Million)
 Table 40. Asia-Pacific Classroom Solution for STEAM Market Size by Region (2026-2031) & (US$ Million)
 Table 41. Latin America Classroom Solution for STEAM Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 42. Latin America Classroom Solution for STEAM Market Size by Country (2020-2025) & (US$ Million)
 Table 43. Latin America Classroom Solution for STEAM Market Size by Country (2026-2031) & (US$ Million)
 Table 44. Middle East & Africa Classroom Solution for STEAM Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 45. Middle East & Africa Classroom Solution for STEAM Market Size by Country (2020-2025) & (US$ Million)
 Table 46. Middle East & Africa Classroom Solution for STEAM Market Size by Country (2026-2031) & (US$ Million)
 Table 47. BanBao Company Details
 Table 48. BanBao Business Overview
 Table 49. BanBao Classroom Solution for STEAM Product
 Table 50. BanBao Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 51. BanBao Recent Development
 Table 52. Bandai Company Details
 Table 53. Bandai Business Overview
 Table 54. Bandai Classroom Solution for STEAM Product
 Table 55. Bandai Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 56. Bandai Recent Development
 Table 57. Byju's Company Details
 Table 58. Byju's Business Overview
 Table 59. Byju's Classroom Solution for STEAM Product
 Table 60. Byju's Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 61. Byju's Recent Development
 Table 62. Chaihuo Company Details
 Table 63. Chaihuo Business Overview
 Table 64. Chaihuo Classroom Solution for STEAM Product
 Table 65. Chaihuo Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 66. Chaihuo Recent Development
 Table 67. DFrobot Company Details
 Table 68. DFrobot Business Overview
 Table 69. DFrobot Classroom Solution for STEAM Product
 Table 70. DFrobot Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 71. DFrobot Recent Development
 Table 72. Gaotu Techedu Inc Company Details
 Table 73. Gaotu Techedu Inc Business Overview
 Table 74. Gaotu Techedu Inc Classroom Solution for STEAM Product
 Table 75. Gaotu Techedu Inc Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 76. Gaotu Techedu Inc Recent Development
 Table 77. Gigotoys Company Details
 Table 78. Gigotoys Business Overview
 Table 79. Gigotoys Classroom Solution for STEAM Product
 Table 80. Gigotoys Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 81. Gigotoys Recent Development
 Table 82. Giochi Preziosi Company Details
 Table 83. Giochi Preziosi Business Overview
 Table 84. Giochi Preziosi Classroom Solution for STEAM Product
 Table 85. Giochi Preziosi Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 86. Giochi Preziosi Recent Development
 Table 87. Hasbro Company Details
 Table 88. Hasbro Business Overview
 Table 89. Hasbro Classroom Solution for STEAM Product
 Table 90. Hasbro Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 91. Hasbro Recent Development
 Table 92. JAKKS Pacific Company Details
 Table 93. JAKKS Pacific Business Overview
 Table 94. JAKKS Pacific Classroom Solution for STEAM Product
 Table 95. JAKKS Pacific Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 96. JAKKS Pacific Recent Development
 Table 97. Leapfrog Company Details
 Table 98. Leapfrog Business Overview
 Table 99. Leapfrog Classroom Solution for STEAM Product
 Table 100. Leapfrog Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 101. Leapfrog Recent Development
 Table 102. LEGO Company Details
 Table 103. LEGO Business Overview
 Table 104. LEGO Classroom Solution for STEAM Product
 Table 105. LEGO Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 106. LEGO Recent Development
 Table 107. Makeblock Company Details
 Table 108. Makeblock Business Overview
 Table 109. Makeblock Classroom Solution for STEAM Product
 Table 110. Makeblock Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 111. Makeblock Recent Development
 Table 112. Mattel Company Details
 Table 113. Mattel Business Overview
 Table 114. Mattel Classroom Solution for STEAM Product
 Table 115. Mattel Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 116. Mattel Recent Development
 Table 117. Melissa & Doug Company Details
 Table 118. Melissa & Doug Business Overview
 Table 119. Melissa & Doug Classroom Solution for STEAM Product
 Table 120. Melissa & Doug Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 121. Melissa & Doug Recent Development
 Table 122. MGA Entertainment Company Details
 Table 123. MGA Entertainment Business Overview
 Table 124. MGA Entertainment Classroom Solution for STEAM Product
 Table 125. MGA Entertainment Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 126. MGA Entertainment Recent Development
 Table 127. MindWare Company Details
 Table 128. MindWare Business Overview
 Table 129. MindWare Classroom Solution for STEAM Product
 Table 130. MindWare Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 131. MindWare Recent Development
 Table 132. Pearson Company Details
 Table 133. Pearson Business Overview
 Table 134. Pearson Classroom Solution for STEAM Product
 Table 135. Pearson Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 136. Pearson Recent Development
 Table 137. PLAYMOBIL Company Details
 Table 138. PLAYMOBIL Business Overview
 Table 139. PLAYMOBIL Classroom Solution for STEAM Product
 Table 140. PLAYMOBIL Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 141. PLAYMOBIL Recent Development
 Table 142. Ravensburger Company Details
 Table 143. Ravensburger Business Overview
 Table 144. Ravensburger Classroom Solution for STEAM Product
 Table 145. Ravensburger Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 146. Ravensburger Recent Development
 Table 147. Roblox Corporation Company Details
 Table 148. Roblox Corporation Business Overview
 Table 149. Roblox Corporation Classroom Solution for STEAM Product
 Table 150. Roblox Corporation Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 151. Roblox Corporation Recent Development
 Table 152. Safari Company Details
 Table 153. Safari Business Overview
 Table 154. Safari Classroom Solution for STEAM Product
 Table 155. Safari Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 156. Safari Recent Development
 Table 157. Simba-Dickie Group Company Details
 Table 158. Simba-Dickie Group Business Overview
 Table 159. Simba-Dickie Group Classroom Solution for STEAM Product
 Table 160. Simba-Dickie Group Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 161. Simba-Dickie Group Recent Development
 Table 162. Spin Master Company Details
 Table 163. Spin Master Business Overview
 Table 164. Spin Master Classroom Solution for STEAM Product
 Table 165. Spin Master Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 166. Spin Master Recent Development
 Table 167. Stride Company Details
 Table 168. Stride Business Overview
 Table 169. Stride Classroom Solution for STEAM Product
 Table 170. Stride Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 171. Stride Recent Development
 Table 172. TAKARA TOMY Company Details
 Table 173. TAKARA TOMY Business Overview
 Table 174. TAKARA TOMY Classroom Solution for STEAM Product
 Table 175. TAKARA TOMY Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 176. TAKARA TOMY Recent Development
 Table 177. Ubtech Robotics Company Details
 Table 178. Ubtech Robotics Business Overview
 Table 179. Ubtech Robotics Classroom Solution for STEAM Product
 Table 180. Ubtech Robotics Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 181. Ubtech Robotics Recent Development
 Table 182. Vtech Company Details
 Table 183. Vtech Business Overview
 Table 184. Vtech Classroom Solution for STEAM Product
 Table 185. Vtech Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 186. Vtech Recent Development
 Table 187. Youbetter Company Details
 Table 188. Youbetter Business Overview
 Table 189. Youbetter Classroom Solution for STEAM Product
 Table 190. Youbetter Revenue in Classroom Solution for STEAM Business (2020-2025) & (US$ Million)
 Table 191. Youbetter Recent Development
 Table 192. Research Programs/Design for This Report
 Table 193. Key Data Information from Secondary Sources
 Table 194. Key Data Information from Primary Sources
 Table 195. Authors List of This Report


List of Figures
 Figure 1. Classroom Solution for STEAM Picture
 Figure 2. Global Classroom Solution for STEAM Market Size Comparison by Type (2020-2031) & (US$ Million)
 Figure 3. Global Classroom Solution for STEAM Market Share by Type: 2024 VS 2031
 Figure 4. Toy Features
 Figure 5. Service Features
 Figure 6. Other Features
 Figure 7. Global Classroom Solution for STEAM Market Size by Application (2020-2031) & (US$ Million)
 Figure 8. Global Classroom Solution for STEAM Market Share by Application: 2024 VS 2031
 Figure 9. Primary School Case Studies
 Figure 10. Middle School Case Studies
 Figure 11. High School Case Studies
 Figure 12. Other Case Studies
 Figure 13. Classroom Solution for STEAM Report Years Considered
 Figure 14. Global Classroom Solution for STEAM Market Size (US$ Million), Year-over-Year: 2020-2031
 Figure 15. Global Classroom Solution for STEAM Market Size, (US$ Million), 2020 VS 2024 VS 2031
 Figure 16. Global Classroom Solution for STEAM Market Share by Region: 2024 VS 2031
 Figure 17. Global Classroom Solution for STEAM Market Share by Players in 2024
 Figure 18. Global Top Classroom Solution for STEAM Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Classroom Solution for STEAM as of 2024)
 Figure 19. The Top 10 and 5 Players Market Share by Classroom Solution for STEAM Revenue in 2024
 Figure 20. North America Classroom Solution for STEAM Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 21. North America Classroom Solution for STEAM Market Share by Country (2020-2031)
 Figure 22. United States Classroom Solution for STEAM Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 23. Canada Classroom Solution for STEAM Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 24. Europe Classroom Solution for STEAM Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 25. Europe Classroom Solution for STEAM Market Share by Country (2020-2031)
 Figure 26. Germany Classroom Solution for STEAM Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 27. France Classroom Solution for STEAM Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 28. U.K. Classroom Solution for STEAM Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 29. Italy Classroom Solution for STEAM Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 30. Russia Classroom Solution for STEAM Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 31. Nordic Countries Classroom Solution for STEAM Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 32. Asia-Pacific Classroom Solution for STEAM Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 33. Asia-Pacific Classroom Solution for STEAM Market Share by Region (2020-2031)
 Figure 34. China Classroom Solution for STEAM Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 35. Japan Classroom Solution for STEAM Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 36. South Korea Classroom Solution for STEAM Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 37. Southeast Asia Classroom Solution for STEAM Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 38. India Classroom Solution for STEAM Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 39. Australia Classroom Solution for STEAM Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 40. Latin America Classroom Solution for STEAM Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 41. Latin America Classroom Solution for STEAM Market Share by Country (2020-2031)
 Figure 42. Mexico Classroom Solution for STEAM Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 43. Brazil Classroom Solution for STEAM Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 44. Middle East & Africa Classroom Solution for STEAM Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 45. Middle East & Africa Classroom Solution for STEAM Market Share by Country (2020-2031)
 Figure 46. Turkey Classroom Solution for STEAM Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 47. Saudi Arabia Classroom Solution for STEAM Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 48. UAE Classroom Solution for STEAM Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 49. BanBao Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 50. Bandai Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 51. Byju's Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 52. Chaihuo Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 53. DFrobot Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 54. Gaotu Techedu Inc Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 55. Gigotoys Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 56. Giochi Preziosi Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 57. Hasbro Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 58. JAKKS Pacific Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 59. Leapfrog Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 60. LEGO Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 61. Makeblock Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 62. Mattel Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 63. Melissa & Doug Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 64. MGA Entertainment Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 65. MindWare Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 66. Pearson Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 67. PLAYMOBIL Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 68. Ravensburger Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 69. Roblox Corporation Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 70. Safari Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 71. Simba-Dickie Group Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 72. Spin Master Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 73. Stride Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 74. TAKARA TOMY Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 75. Ubtech Robotics Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 76. Vtech Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 77. Youbetter Revenue Growth Rate in Classroom Solution for STEAM Business (2020-2025)
 Figure 78. Bottom-up and Top-down Approaches for This Report
 Figure 79. Data Triangulation
 Figure 80. Key Executives Interviewed
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