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Classroom Solution for STEAM - Global Market Share and Ranking, Overall Sales and Demand Forecast 2024-2030
Published Date: September 2024
|
Report Code: QYRE-Auto-7H13224
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Global Classroom Solution for STEAM Market Research Report 2023
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Classroom Solution for STEAM - Global Market Share and Ranking, Overall Sales and Demand Forecast 2024-2030

Code: QYRE-Auto-7H13224
Report
September 2024
Pages:148
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 estimated to be worth US$ 3927 million in 2023 and is forecast to a readjusted size of US$ 6885.1 million by 2030 with a CAGR of 8.3% during the forecast period 2024-2030

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 was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Classroom Solution for STEAM was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Europe market for Classroom Solution for STEAM was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global key companies of Classroom Solution for STEAM include BanBao, Bandai, Byju's, Chaihuo, DFrobot, Gaotu Techedu Inc, Gigotoys, Giochi Preziosi and Hasbro, etc. In 2023, the global five largest players hold a share approximately % in terms of revenue.

Report Scope

This report aims to provide a comprehensive presentation of the global market for Classroom Solution for STEAM, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Classroom Solution for STEAM by region & country, by Type, and by Application.
The Classroom Solution for STEAM market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. 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.
Market Segmentation

Scope of Classroom Solution for STEAM - Market Report

Report Metric Details
Report Name Classroom Solution for STEAM - Market
Forecasted market size in 2030 US$ 6885.1 million
CAGR 8.3%
Forecasted years 2024 - 2030
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, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
  • Chapter 2: Detailed analysis of Classroom Solution for STEAM manufacturers competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
  • Chapter 3: 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 4: 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 5: Revenue of Classroom Solution for STEAM in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
  • Chapter 6: Revenue of Classroom Solution for STEAM in country level. It provides sigmate data by Type, and by Application for each country/region.
  • Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
  • Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
  • Chapter 9: Conclusion.

FAQ for this report

What is the Classroom Solution for STEAM - Market size in 2030?

Ans: The Classroom Solution for STEAM - Market size in 2030 will be US$ 6885.1 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

1 Market Overview
1.1 Classroom Solution for STEAM Product Introduction
1.2 Global Classroom Solution for STEAM Market Size Forecast
1.3 Classroom Solution for STEAM Market Trends & Drivers
1.3.1 Classroom Solution for STEAM Industry Trends
1.3.2 Classroom Solution for STEAM Market Drivers & Opportunity
1.3.3 Classroom Solution for STEAM Market Challenges
1.3.4 Classroom Solution for STEAM Market Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Competitive Analysis by Company
2.1 Global Classroom Solution for STEAM Players Revenue Ranking (2023)
2.2 Global Classroom Solution for STEAM Revenue by Company (2019-2024)
2.3 Key Companies Classroom Solution for STEAM Manufacturing Base Distribution and Headquarters
2.4 Key Companies Classroom Solution for STEAM Product Offered
2.5 Key Companies Time to Begin Mass Production of Classroom Solution for STEAM
2.6 Classroom Solution for STEAM Market Competitive Analysis
2.6.1 Classroom Solution for STEAM Market Concentration Rate (2019-2024)
2.6.2 Global 5 and 10 Largest Companies by Classroom Solution for STEAM Revenue in 2023
2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Classroom Solution for STEAM as of 2023)
2.7 Mergers & Acquisitions, Expansion
3 Segmentation by Type
3.1 Introduction by Type
3.1.1 Toy
3.1.2 Service
3.1.3 Other
3.2 Global Classroom Solution for STEAM Sales Value by Type
3.2.1 Global Classroom Solution for STEAM Sales Value by Type (2019 VS 2023 VS 2030)
3.2.2 Global Classroom Solution for STEAM Sales Value, by Type (2019-2030)
3.2.3 Global Classroom Solution for STEAM Sales Value, by Type (%) (2019-2030)
4 Segmentation by Application
4.1 Introduction by Application
4.1.1 Primary School
4.1.2 Middle School
4.1.3 High School
4.1.4 Other
4.2 Global Classroom Solution for STEAM Sales Value by Application
4.2.1 Global Classroom Solution for STEAM Sales Value by Application (2019 VS 2023 VS 2030)
4.2.2 Global Classroom Solution for STEAM Sales Value, by Application (2019-2030)
4.2.3 Global Classroom Solution for STEAM Sales Value, by Application (%) (2019-2030)
5 Segmentation by Region
5.1 Global Classroom Solution for STEAM Sales Value by Region
5.1.1 Global Classroom Solution for STEAM Sales Value by Region: 2019 VS 2023 VS 2030
5.1.2 Global Classroom Solution for STEAM Sales Value by Region (2019-2024)
5.1.3 Global Classroom Solution for STEAM Sales Value by Region (2025-2030)
5.1.4 Global Classroom Solution for STEAM Sales Value by Region (%), (2019-2030)
5.2 North America
5.2.1 North America Classroom Solution for STEAM Sales Value, 2019-2030
5.2.2 North America Classroom Solution for STEAM Sales Value by Country (%), 2023 VS 2030
5.3 Europe
5.3.1 Europe Classroom Solution for STEAM Sales Value, 2019-2030
5.3.2 Europe Classroom Solution for STEAM Sales Value by Country (%), 2023 VS 2030
5.4 Asia Pacific
5.4.1 Asia Pacific Classroom Solution for STEAM Sales Value, 2019-2030
5.4.2 Asia Pacific Classroom Solution for STEAM Sales Value by Country (%), 2023 VS 2030
5.5 South America
5.5.1 South America Classroom Solution for STEAM Sales Value, 2019-2030
5.5.2 South America Classroom Solution for STEAM Sales Value by Country (%), 2023 VS 2030
5.6 Middle East & Africa
5.6.1 Middle East & Africa Classroom Solution for STEAM Sales Value, 2019-2030
5.6.2 Middle East & Africa Classroom Solution for STEAM Sales Value by Country (%), 2023 VS 2030
6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions Classroom Solution for STEAM Sales Value Growth Trends, 2019 VS 2023 VS 2030
6.2 Key Countries/Regions Classroom Solution for STEAM Sales Value
6.3 United States
6.3.1 United States Classroom Solution for STEAM Sales Value, 2019-2030
6.3.2 United States Classroom Solution for STEAM Sales Value by Type (%), 2023 VS 2030
6.3.3 United States Classroom Solution for STEAM Sales Value by Application, 2023 VS 2030
6.4 Europe
6.4.1 Europe Classroom Solution for STEAM Sales Value, 2019-2030
6.4.2 Europe Classroom Solution for STEAM Sales Value by Type (%), 2023 VS 2030
6.4.3 Europe Classroom Solution for STEAM Sales Value by Application, 2023 VS 2030
6.5 China
6.5.1 China Classroom Solution for STEAM Sales Value, 2019-2030
6.5.2 China Classroom Solution for STEAM Sales Value by Type (%), 2023 VS 2030
6.5.3 China Classroom Solution for STEAM Sales Value by Application, 2023 VS 2030
6.6 Japan
6.6.1 Japan Classroom Solution for STEAM Sales Value, 2019-2030
6.6.2 Japan Classroom Solution for STEAM Sales Value by Type (%), 2023 VS 2030
6.6.3 Japan Classroom Solution for STEAM Sales Value by Application, 2023 VS 2030
6.7 South Korea
6.7.1 South Korea Classroom Solution for STEAM Sales Value, 2019-2030
6.7.2 South Korea Classroom Solution for STEAM Sales Value by Type (%), 2023 VS 2030
6.7.3 South Korea Classroom Solution for STEAM Sales Value by Application, 2023 VS 2030
6.8 Southeast Asia
6.8.1 Southeast Asia Classroom Solution for STEAM Sales Value, 2019-2030
6.8.2 Southeast Asia Classroom Solution for STEAM Sales Value by Type (%), 2023 VS 2030
6.8.3 Southeast Asia Classroom Solution for STEAM Sales Value by Application, 2023 VS 2030
6.9 India
6.9.1 India Classroom Solution for STEAM Sales Value, 2019-2030
6.9.2 India Classroom Solution for STEAM Sales Value by Type (%), 2023 VS 2030
6.9.3 India Classroom Solution for STEAM Sales Value by Application, 2023 VS 2030
7 Company Profiles
7.1 BanBao
7.1.1 BanBao Profile
7.1.2 BanBao Main Business
7.1.3 BanBao Classroom Solution for STEAM Products, Services and Solutions
7.1.4 BanBao Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.1.5 BanBao Recent Developments
7.2 Bandai
7.2.1 Bandai Profile
7.2.2 Bandai Main Business
7.2.3 Bandai Classroom Solution for STEAM Products, Services and Solutions
7.2.4 Bandai Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.2.5 Bandai Recent Developments
7.3 Byju's
7.3.1 Byju's Profile
7.3.2 Byju's Main Business
7.3.3 Byju's Classroom Solution for STEAM Products, Services and Solutions
7.3.4 Byju's Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.3.5 Chaihuo Recent Developments
7.4 Chaihuo
7.4.1 Chaihuo Profile
7.4.2 Chaihuo Main Business
7.4.3 Chaihuo Classroom Solution for STEAM Products, Services and Solutions
7.4.4 Chaihuo Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.4.5 Chaihuo Recent Developments
7.5 DFrobot
7.5.1 DFrobot Profile
7.5.2 DFrobot Main Business
7.5.3 DFrobot Classroom Solution for STEAM Products, Services and Solutions
7.5.4 DFrobot Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.5.5 DFrobot Recent Developments
7.6 Gaotu Techedu Inc
7.6.1 Gaotu Techedu Inc Profile
7.6.2 Gaotu Techedu Inc Main Business
7.6.3 Gaotu Techedu Inc Classroom Solution for STEAM Products, Services and Solutions
7.6.4 Gaotu Techedu Inc Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.6.5 Gaotu Techedu Inc Recent Developments
7.7 Gigotoys
7.7.1 Gigotoys Profile
7.7.2 Gigotoys Main Business
7.7.3 Gigotoys Classroom Solution for STEAM Products, Services and Solutions
7.7.4 Gigotoys Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.7.5 Gigotoys Recent Developments
7.8 Giochi Preziosi
7.8.1 Giochi Preziosi Profile
7.8.2 Giochi Preziosi Main Business
7.8.3 Giochi Preziosi Classroom Solution for STEAM Products, Services and Solutions
7.8.4 Giochi Preziosi Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.8.5 Giochi Preziosi Recent Developments
7.9 Hasbro
7.9.1 Hasbro Profile
7.9.2 Hasbro Main Business
7.9.3 Hasbro Classroom Solution for STEAM Products, Services and Solutions
7.9.4 Hasbro Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.9.5 Hasbro Recent Developments
7.10 JAKKS Pacific
7.10.1 JAKKS Pacific Profile
7.10.2 JAKKS Pacific Main Business
7.10.3 JAKKS Pacific Classroom Solution for STEAM Products, Services and Solutions
7.10.4 JAKKS Pacific Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.10.5 JAKKS Pacific Recent Developments
7.11 Leapfrog
7.11.1 Leapfrog Profile
7.11.2 Leapfrog Main Business
7.11.3 Leapfrog Classroom Solution for STEAM Products, Services and Solutions
7.11.4 Leapfrog Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.11.5 Leapfrog Recent Developments
7.12 LEGO
7.12.1 LEGO Profile
7.12.2 LEGO Main Business
7.12.3 LEGO Classroom Solution for STEAM Products, Services and Solutions
7.12.4 LEGO Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.12.5 LEGO Recent Developments
7.13 Makeblock
7.13.1 Makeblock Profile
7.13.2 Makeblock Main Business
7.13.3 Makeblock Classroom Solution for STEAM Products, Services and Solutions
7.13.4 Makeblock Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.13.5 Makeblock Recent Developments
7.14 Mattel
7.14.1 Mattel Profile
7.14.2 Mattel Main Business
7.14.3 Mattel Classroom Solution for STEAM Products, Services and Solutions
7.14.4 Mattel Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.14.5 Mattel Recent Developments
7.15 Melissa & Doug
7.15.1 Melissa & Doug Profile
7.15.2 Melissa & Doug Main Business
7.15.3 Melissa & Doug Classroom Solution for STEAM Products, Services and Solutions
7.15.4 Melissa & Doug Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.15.5 Melissa & Doug Recent Developments
7.16 MGA Entertainment
7.16.1 MGA Entertainment Profile
7.16.2 MGA Entertainment Main Business
7.16.3 MGA Entertainment Classroom Solution for STEAM Products, Services and Solutions
7.16.4 MGA Entertainment Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.16.5 MGA Entertainment Recent Developments
7.17 MindWare
7.17.1 MindWare Profile
7.17.2 MindWare Main Business
7.17.3 MindWare Classroom Solution for STEAM Products, Services and Solutions
7.17.4 MindWare Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.17.5 MindWare Recent Developments
7.18 Pearson
7.18.1 Pearson Profile
7.18.2 Pearson Main Business
7.18.3 Pearson Classroom Solution for STEAM Products, Services and Solutions
7.18.4 Pearson Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.18.5 Pearson Recent Developments
7.19 PLAYMOBIL
7.19.1 PLAYMOBIL Profile
7.19.2 PLAYMOBIL Main Business
7.19.3 PLAYMOBIL Classroom Solution for STEAM Products, Services and Solutions
7.19.4 PLAYMOBIL Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.19.5 PLAYMOBIL Recent Developments
7.20 Ravensburger
7.20.1 Ravensburger Profile
7.20.2 Ravensburger Main Business
7.20.3 Ravensburger Classroom Solution for STEAM Products, Services and Solutions
7.20.4 Ravensburger Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.20.5 Ravensburger Recent Developments
7.21 Roblox Corporation
7.21.1 Roblox Corporation Profile
7.21.2 Roblox Corporation Main Business
7.21.3 Roblox Corporation Classroom Solution for STEAM Products, Services and Solutions
7.21.4 Roblox Corporation Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.21.5 Roblox Corporation Recent Developments
7.22 Safari
7.22.1 Safari Profile
7.22.2 Safari Main Business
7.22.3 Safari Classroom Solution for STEAM Products, Services and Solutions
7.22.4 Safari Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.22.5 Safari Recent Developments
7.23 Simba-Dickie Group
7.23.1 Simba-Dickie Group Profile
7.23.2 Simba-Dickie Group Main Business
7.23.3 Simba-Dickie Group Classroom Solution for STEAM Products, Services and Solutions
7.23.4 Simba-Dickie Group Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.23.5 Simba-Dickie Group Recent Developments
7.24 Spin Master
7.24.1 Spin Master Profile
7.24.2 Spin Master Main Business
7.24.3 Spin Master Classroom Solution for STEAM Products, Services and Solutions
7.24.4 Spin Master Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.24.5 Spin Master Recent Developments
7.25 Stride
7.25.1 Stride Profile
7.25.2 Stride Main Business
7.25.3 Stride Classroom Solution for STEAM Products, Services and Solutions
7.25.4 Stride Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.25.5 Stride Recent Developments
7.26 TAKARA TOMY
7.26.1 TAKARA TOMY Profile
7.26.2 TAKARA TOMY Main Business
7.26.3 TAKARA TOMY Classroom Solution for STEAM Products, Services and Solutions
7.26.4 TAKARA TOMY Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.26.5 TAKARA TOMY Recent Developments
7.27 Ubtech Robotics
7.27.1 Ubtech Robotics Profile
7.27.2 Ubtech Robotics Main Business
7.27.3 Ubtech Robotics Classroom Solution for STEAM Products, Services and Solutions
7.27.4 Ubtech Robotics Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.27.5 Ubtech Robotics Recent Developments
7.28 Vtech
7.28.1 Vtech Profile
7.28.2 Vtech Main Business
7.28.3 Vtech Classroom Solution for STEAM Products, Services and Solutions
7.28.4 Vtech Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.28.5 Vtech Recent Developments
7.29 Youbetter
7.29.1 Youbetter Profile
7.29.2 Youbetter Main Business
7.29.3 Youbetter Classroom Solution for STEAM Products, Services and Solutions
7.29.4 Youbetter Classroom Solution for STEAM Revenue (US$ Million) & (2019-2024)
7.29.5 Youbetter Recent Developments
8 Industry Chain Analysis
8.1 Classroom Solution for STEAM Industrial Chain
8.2 Classroom Solution for STEAM Upstream Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.2.3 Manufacturing Cost Structure
8.3 Midstream Analysis
8.4 Downstream Analysis (Customers Analysis)
8.5 Sales Model and Sales Channels
8.5.1 Classroom Solution for STEAM Sales Model
8.5.2 Sales Channel
8.5.3 Classroom Solution for STEAM Distributors
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.2 Data Source
10.2 Author Details
10.3 Disclaimer
List of Tables
    Table 1. Classroom Solution for STEAM Market Trends
    Table 2. Classroom Solution for STEAM Market Drivers & Opportunity
    Table 3. Classroom Solution for STEAM Market Challenges
    Table 4. Classroom Solution for STEAM Market Restraints
    Table 5. Global Classroom Solution for STEAM Revenue by Company (2019-2024) & (US$ Million)
    Table 6. Global Classroom Solution for STEAM Revenue Market Share by Company (2019-2024)
    Table 7. Key Companies Classroom Solution for STEAM Manufacturing Base Distribution and Headquarters
    Table 8. Key Companies Classroom Solution for STEAM Product Type
    Table 9. Key Companies Time to Begin Mass Production of Classroom Solution for STEAM
    Table 10. Global Classroom Solution for STEAM Companies Market Concentration Ratio (CR5 and HHI)
    Table 11. Global Top Companies Market Share by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Classroom Solution for STEAM as of 2023)
    Table 12. Mergers & Acquisitions, Expansion Plans
    Table 13. Global Classroom Solution for STEAM Sales Value by Type: 2019 VS 2023 VS 2030 (US$ Million)
    Table 14. Global Classroom Solution for STEAM Sales Value by Type (2019-2024) & (US$ Million)
    Table 15. Global Classroom Solution for STEAM Sales Value by Type (2025-2030) & (US$ Million)
    Table 16. Global Classroom Solution for STEAM Sales Market Share in Value by Type (2019-2024) & (%)
    Table 17. Global Classroom Solution for STEAM Sales Market Share in Value by Type (2025-2030) & (%)
    Table 18. Global Classroom Solution for STEAM Sales Value by Application: 2019 VS 2023 VS 2030 (US$ Million)
    Table 19. Global Classroom Solution for STEAM Sales Value by Application (2019-2024) & (US$ Million)
    Table 20. Global Classroom Solution for STEAM Sales Value by Application (2025-2030) & (US$ Million)
    Table 21. Global Classroom Solution for STEAM Sales Market Share in Value by Application (2019-2024) & (%)
    Table 22. Global Classroom Solution for STEAM Sales Market Share in Value by Application (2025-2030) & (%)
    Table 23. Global Classroom Solution for STEAM Sales Value by Region: 2019 VS 2023 VS 2030 (US$ Million)
    Table 24. Global Classroom Solution for STEAM Sales Value by Region (2019-2024) & (US$ Million)
    Table 25. Global Classroom Solution for STEAM Sales Value by Region (2025-2030) & (US$ Million)
    Table 26. Global Classroom Solution for STEAM Sales Value by Region (2019-2024) & (%)
    Table 27. Global Classroom Solution for STEAM Sales Value by Region (2025-2030) & (%)
    Table 28. Key Countries/Regions Classroom Solution for STEAM Sales Value Growth Trends, (US$ Million): 2019 VS 2023 VS 2030
    Table 29. Key Countries/Regions Classroom Solution for STEAM Sales Value, (2019-2024) & (US$ Million)
    Table 30. Key Countries/Regions Classroom Solution for STEAM Sales Value, (2025-2030) & (US$ Million)
    Table 31. BanBao Basic Information List
    Table 32. BanBao Description and Business Overview
    Table 33. BanBao Classroom Solution for STEAM Products, Services and Solutions
    Table 34. Revenue (US$ Million) in Classroom Solution for STEAM Business of BanBao (2019-2024)
    Table 35. BanBao Recent Developments
    Table 36. Bandai Basic Information List
    Table 37. Bandai Description and Business Overview
    Table 38. Bandai Classroom Solution for STEAM Products, Services and Solutions
    Table 39. Revenue (US$ Million) in Classroom Solution for STEAM Business of Bandai (2019-2024)
    Table 40. Bandai Recent Developments
    Table 41. Byju's Basic Information List
    Table 42. Byju's Description and Business Overview
    Table 43. Byju's Classroom Solution for STEAM Products, Services and Solutions
    Table 44. Revenue (US$ Million) in Classroom Solution for STEAM Business of Byju's (2019-2024)
    Table 45. Byju's Recent Developments
    Table 46. Chaihuo Basic Information List
    Table 47. Chaihuo Description and Business Overview
    Table 48. Chaihuo Classroom Solution for STEAM Products, Services and Solutions
    Table 49. Revenue (US$ Million) in Classroom Solution for STEAM Business of Chaihuo (2019-2024)
    Table 50. Chaihuo Recent Developments
    Table 51. DFrobot Basic Information List
    Table 52. DFrobot Description and Business Overview
    Table 53. DFrobot Classroom Solution for STEAM Products, Services and Solutions
    Table 54. Revenue (US$ Million) in Classroom Solution for STEAM Business of DFrobot (2019-2024)
    Table 55. DFrobot Recent Developments
    Table 56. Gaotu Techedu Inc Basic Information List
    Table 57. Gaotu Techedu Inc Description and Business Overview
    Table 58. Gaotu Techedu Inc Classroom Solution for STEAM Products, Services and Solutions
    Table 59. Revenue (US$ Million) in Classroom Solution for STEAM Business of Gaotu Techedu Inc (2019-2024)
    Table 60. Gaotu Techedu Inc Recent Developments
    Table 61. Gigotoys Basic Information List
    Table 62. Gigotoys Description and Business Overview
    Table 63. Gigotoys Classroom Solution for STEAM Products, Services and Solutions
    Table 64. Revenue (US$ Million) in Classroom Solution for STEAM Business of Gigotoys (2019-2024)
    Table 65. Gigotoys Recent Developments
    Table 66. Giochi Preziosi Basic Information List
    Table 67. Giochi Preziosi Description and Business Overview
    Table 68. Giochi Preziosi Classroom Solution for STEAM Products, Services and Solutions
    Table 69. Revenue (US$ Million) in Classroom Solution for STEAM Business of Giochi Preziosi (2019-2024)
    Table 70. Giochi Preziosi Recent Developments
    Table 71. Hasbro Basic Information List
    Table 72. Hasbro Description and Business Overview
    Table 73. Hasbro Classroom Solution for STEAM Products, Services and Solutions
    Table 74. Revenue (US$ Million) in Classroom Solution for STEAM Business of Hasbro (2019-2024)
    Table 75. Hasbro Recent Developments
    Table 76. JAKKS Pacific Basic Information List
    Table 77. JAKKS Pacific Description and Business Overview
    Table 78. JAKKS Pacific Classroom Solution for STEAM Products, Services and Solutions
    Table 79. Revenue (US$ Million) in Classroom Solution for STEAM Business of JAKKS Pacific (2019-2024)
    Table 80. JAKKS Pacific Recent Developments
    Table 81. Leapfrog Basic Information List
    Table 82. Leapfrog Description and Business Overview
    Table 83. Leapfrog Classroom Solution for STEAM Products, Services and Solutions
    Table 84. Revenue (US$ Million) in Classroom Solution for STEAM Business of Leapfrog (2019-2024)
    Table 85. Leapfrog Recent Developments
    Table 86. LEGO Basic Information List
    Table 87. LEGO Description and Business Overview
    Table 88. LEGO Classroom Solution for STEAM Products, Services and Solutions
    Table 89. Revenue (US$ Million) in Classroom Solution for STEAM Business of LEGO (2019-2024)
    Table 90. LEGO Recent Developments
    Table 91. Makeblock Basic Information List
    Table 92. Makeblock Description and Business Overview
    Table 93. Makeblock Classroom Solution for STEAM Products, Services and Solutions
    Table 94. Revenue (US$ Million) in Classroom Solution for STEAM Business of Makeblock (2019-2024)
    Table 95. Makeblock Recent Developments
    Table 96. Mattel Basic Information List
    Table 97. Mattel Description and Business Overview
    Table 98. Mattel Classroom Solution for STEAM Products, Services and Solutions
    Table 99. Revenue (US$ Million) in Classroom Solution for STEAM Business of Mattel (2019-2024)
    Table 100. Mattel Recent Developments
    Table 101. Melissa & Doug Basic Information List
    Table 102. Melissa & Doug Description and Business Overview
    Table 103. Melissa & Doug Classroom Solution for STEAM Products, Services and Solutions
    Table 104. Revenue (US$ Million) in Classroom Solution for STEAM Business of Melissa & Doug (2019-2024)
    Table 105. Melissa & Doug Recent Developments
    Table 106. MGA Entertainment Basic Information List
    Table 107. MGA Entertainment Description and Business Overview
    Table 108. MGA Entertainment Classroom Solution for STEAM Products, Services and Solutions
    Table 109. Revenue (US$ Million) in Classroom Solution for STEAM Business of MGA Entertainment (2019-2024)
    Table 110. MGA Entertainment Recent Developments
    Table 111. MindWare Basic Information List
    Table 112. MindWare Description and Business Overview
    Table 113. MindWare Classroom Solution for STEAM Products, Services and Solutions
    Table 114. Revenue (US$ Million) in Classroom Solution for STEAM Business of MindWare (2019-2024)
    Table 115. MindWare Recent Developments
    Table 116. Pearson Basic Information List
    Table 117. Pearson Description and Business Overview
    Table 118. Pearson Classroom Solution for STEAM Products, Services and Solutions
    Table 119. Revenue (US$ Million) in Classroom Solution for STEAM Business of Pearson (2019-2024)
    Table 120. Pearson Recent Developments
    Table 121. PLAYMOBIL Basic Information List
    Table 122. PLAYMOBIL Description and Business Overview
    Table 123. PLAYMOBIL Classroom Solution for STEAM Products, Services and Solutions
    Table 124. Revenue (US$ Million) in Classroom Solution for STEAM Business of PLAYMOBIL (2019-2024)
    Table 125. PLAYMOBIL Recent Developments
    Table 126. Ravensburger Basic Information List
    Table 127. Ravensburger Description and Business Overview
    Table 128. Ravensburger Classroom Solution for STEAM Products, Services and Solutions
    Table 129. Revenue (US$ Million) in Classroom Solution for STEAM Business of Ravensburger (2019-2024)
    Table 130. Ravensburger Recent Developments
    Table 131. Roblox Corporation Basic Information List
    Table 132. Roblox Corporation Description and Business Overview
    Table 133. Roblox Corporation Classroom Solution for STEAM Products, Services and Solutions
    Table 134. Revenue (US$ Million) in Classroom Solution for STEAM Business of Roblox Corporation (2019-2024)
    Table 135. Roblox Corporation Recent Developments
    Table 136. Safari Basic Information List
    Table 137. Safari Description and Business Overview
    Table 138. Safari Classroom Solution for STEAM Products, Services and Solutions
    Table 139. Revenue (US$ Million) in Classroom Solution for STEAM Business of Safari (2019-2024)
    Table 140. Safari Recent Developments
    Table 141. Simba-Dickie Group Basic Information List
    Table 142. Simba-Dickie Group Description and Business Overview
    Table 143. Simba-Dickie Group Classroom Solution for STEAM Products, Services and Solutions
    Table 144. Revenue (US$ Million) in Classroom Solution for STEAM Business of Simba-Dickie Group (2019-2024)
    Table 145. Simba-Dickie Group Recent Developments
    Table 146. Spin Master Basic Information List
    Table 147. Spin Master Description and Business Overview
    Table 148. Spin Master Classroom Solution for STEAM Products, Services and Solutions
    Table 149. Revenue (US$ Million) in Classroom Solution for STEAM Business of Spin Master (2019-2024)
    Table 150. Spin Master Recent Developments
    Table 151. Stride Basic Information List
    Table 152. Stride Description and Business Overview
    Table 153. Stride Classroom Solution for STEAM Products, Services and Solutions
    Table 154. Revenue (US$ Million) in Classroom Solution for STEAM Business of Stride (2019-2024)
    Table 155. Stride Recent Developments
    Table 156. TAKARA TOMY Basic Information List
    Table 157. TAKARA TOMY Description and Business Overview
    Table 158. TAKARA TOMY Classroom Solution for STEAM Products, Services and Solutions
    Table 159. Revenue (US$ Million) in Classroom Solution for STEAM Business of TAKARA TOMY (2019-2024)
    Table 160. TAKARA TOMY Recent Developments
    Table 161. Ubtech Robotics Basic Information List
    Table 162. Ubtech Robotics Description and Business Overview
    Table 163. Ubtech Robotics Classroom Solution for STEAM Products, Services and Solutions
    Table 164. Revenue (US$ Million) in Classroom Solution for STEAM Business of Ubtech Robotics (2019-2024)
    Table 165. Ubtech Robotics Recent Developments
    Table 166. Vtech Basic Information List
    Table 167. Vtech Description and Business Overview
    Table 168. Vtech Classroom Solution for STEAM Products, Services and Solutions
    Table 169. Revenue (US$ Million) in Classroom Solution for STEAM Business of Vtech (2019-2024)
    Table 170. Vtech Recent Developments
    Table 171. Youbetter Basic Information List
    Table 172. Youbetter Description and Business Overview
    Table 173. Youbetter Classroom Solution for STEAM Products, Services and Solutions
    Table 174. Revenue (US$ Million) in Classroom Solution for STEAM Business of Youbetter (2019-2024)
    Table 175. Youbetter Recent Developments
    Table 176. Key Raw Materials Lists
    Table 177. Raw Materials Key Suppliers Lists
    Table 178. Classroom Solution for STEAM Downstream Customers
    Table 179. Classroom Solution for STEAM Distributors List
    Table 180. Research Programs/Design for This Report
    Table 181. Key Data Information from Secondary Sources
    Table 182. Key Data Information from Primary Sources
    Table 183. Business Unit and Senior & Team Lead Analysts
List of Figures
    Figure 1. Classroom Solution for STEAM Product Picture
    Figure 2. Global Classroom Solution for STEAM Sales Value, 2019 VS 2023 VS 2030 (US$ Million)
    Figure 3. Global Classroom Solution for STEAM Sales Value (2019-2030) & (US$ Million)
    Figure 4. Classroom Solution for STEAM Report Years Considered
    Figure 5. Global Classroom Solution for STEAM Players Revenue Ranking (2023) & (US$ Million)
    Figure 6. The 5 and 10 Largest Manufacturers in the World: Market Share by Classroom Solution for STEAM Revenue in 2023
    Figure 7. Classroom Solution for STEAM Market Share by Company Type (Tier 1, Tier 2, and Tier 3): 2019 VS 2023
    Figure 8. Toy Picture
    Figure 9. Service Picture
    Figure 10. Other Picture
    Figure 11. Global Classroom Solution for STEAM Sales Value by Type (2019 VS 2023 VS 2030) & (US$ Million)
    Figure 12. Global Classroom Solution for STEAM Sales Value Market Share by Type, 2023 & 2030
    Figure 13. Product Picture of Primary School
    Figure 14. Product Picture of Middle School
    Figure 15. Product Picture of High School
    Figure 16. Product Picture of Other
    Figure 17. Global Classroom Solution for STEAM Sales Value by Application (2019 VS 2023 VS 2030) & (US$ Million)
    Figure 18. Global Classroom Solution for STEAM Sales Value Market Share by Application, 2023 & 2030
    Figure 19. North America Classroom Solution for STEAM Sales Value (2019-2030) & (US$ Million)
    Figure 20. North America Classroom Solution for STEAM Sales Value by Country (%), 2023 VS 2030
    Figure 21. Europe Classroom Solution for STEAM Sales Value (2019-2030) & (US$ Million)
    Figure 22. Europe Classroom Solution for STEAM Sales Value by Country (%), 2023 VS 2030
    Figure 23. Asia Pacific Classroom Solution for STEAM Sales Value (2019-2030) & (US$ Million)
    Figure 24. Asia Pacific Classroom Solution for STEAM Sales Value by Country (%), 2023 VS 2030
    Figure 25. South America Classroom Solution for STEAM Sales Value (2019-2030) & (US$ Million)
    Figure 26. South America Classroom Solution for STEAM Sales Value by Country (%), 2023 VS 2030
    Figure 27. Middle East & Africa Classroom Solution for STEAM Sales Value (2019-2030) & (US$ Million)
    Figure 28. Middle East & Africa Classroom Solution for STEAM Sales Value by Country (%), 2023 VS 2030
    Figure 29. Key Countries/Regions Classroom Solution for STEAM Sales Value (%), (2019-2030)
    Figure 30. United States Classroom Solution for STEAM Sales Value, (2019-2030) & (US$ Million)
    Figure 31. United States Classroom Solution for STEAM Sales Value by Type (%), 2023 VS 2030
    Figure 32. United States Classroom Solution for STEAM Sales Value by Application (%), 2023 VS 2030
    Figure 33. Europe Classroom Solution for STEAM Sales Value, (2019-2030) & (US$ Million)
    Figure 34. Europe Classroom Solution for STEAM Sales Value by Type (%), 2023 VS 2030
    Figure 35. Europe Classroom Solution for STEAM Sales Value by Application (%), 2023 VS 2030
    Figure 36. China Classroom Solution for STEAM Sales Value, (2019-2030) & (US$ Million)
    Figure 37. China Classroom Solution for STEAM Sales Value by Type (%), 2023 VS 2030
    Figure 38. China Classroom Solution for STEAM Sales Value by Application (%), 2023 VS 2030
    Figure 39. Japan Classroom Solution for STEAM Sales Value, (2019-2030) & (US$ Million)
    Figure 40. Japan Classroom Solution for STEAM Sales Value by Type (%), 2023 VS 2030
    Figure 41. Japan Classroom Solution for STEAM Sales Value by Application (%), 2023 VS 2030
    Figure 42. South Korea Classroom Solution for STEAM Sales Value, (2019-2030) & (US$ Million)
    Figure 43. South Korea Classroom Solution for STEAM Sales Value by Type (%), 2023 VS 2030
    Figure 44. South Korea Classroom Solution for STEAM Sales Value by Application (%), 2023 VS 2030
    Figure 45. Southeast Asia Classroom Solution for STEAM Sales Value, (2019-2030) & (US$ Million)
    Figure 46. Southeast Asia Classroom Solution for STEAM Sales Value by Type (%), 2023 VS 2030
    Figure 47. Southeast Asia Classroom Solution for STEAM Sales Value by Application (%), 2023 VS 2030
    Figure 48. India Classroom Solution for STEAM Sales Value, (2019-2030) & (US$ Million)
    Figure 49. India Classroom Solution for STEAM Sales Value by Type (%), 2023 VS 2030
    Figure 50. India Classroom Solution for STEAM Sales Value by Application (%), 2023 VS 2030
    Figure 51. Classroom Solution for STEAM Industrial Chain
    Figure 52. Classroom Solution for STEAM Manufacturing Cost Structure
    Figure 53. Channels of Distribution (Direct Sales, and Distribution)
    Figure 54. Bottom-up and Top-down Approaches for This Report
    Figure 55. Data Triangulation
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