

The global Classroom Solution for STEAM market size is predicted to grow from US$ 4831 million in 2025 to US$ 7906 million in 2031; it is expected to grow at a CAGR of 8.6% from 2025 to 2031.
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.
United States market for Classroom Solution for STEAM is estimated to increase from US$ million in 2024 to US$ million by 2031, at a CAGR of % from 2025 through 2031.
China market for Classroom Solution for STEAM is estimated to increase from US$ million in 2024 to US$ million by 2031, at a CAGR of % from 2025 through 2031.
Europe market for Classroom Solution for STEAM is estimated to increase from US$ million in 2024 to US$ million by 2031, at a CAGR of % from 2025 through 2031.
Global key Classroom Solution for STEAM players cover BanBao, Bandai, Byju's, Chaihuo, DFrobot, etc. In terms of revenue, the global two largest companies occupied for a share nearly % in 2024.
The “Classroom Solution for STEAM Industry Forecast” looks at past sales and reviews total world Classroom Solution for STEAM sales in 2024, providing a comprehensive analysis by region and market sector of projected Classroom Solution for STEAM sales for 2025 through 2031. With Classroom Solution for STEAM sales broken down by region, market sector and sub-sector, this report provides a detailed analysis in US$ millions of the world Classroom Solution for STEAM industry.
This Insight Report provides a comprehensive analysis of the global Classroom Solution for STEAM landscape and highlights key trends related to product segmentation, company formation, revenue, and market share, latest development, and M&A activity. This report also analyses the strategies of leading global companies with a focus on Classroom Solution for STEAM portfolios and capabilities, market entry strategies, market positions, and geographic footprints, to better understand these firms’ unique position in an accelerating global Classroom Solution for STEAM market.
This Insight Report evaluates the key market trends, drivers, and affecting factors shaping the global outlook for Classroom Solution for STEAM and breaks down the forecast by Type, by Application, geography, and market size to highlight emerging pockets of opportunity. With a transparent methodology based on hundreds of bottom-up qualitative and quantitative market inputs, this study forecast offers a highly nuanced view of the current state and future trajectory in the global Classroom Solution for STEAM.
This report presents a comprehensive overview, market shares, and growth opportunities of Classroom Solution for STEAM market by product type, application, key players and key regions and countries.
Segmentation by Type:
Toy
Service
Other
Segmentation by Application:
Primary School
Middle School
High School
Other
This report also splits the market by region:
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
The below companies that are profiled have been selected based on inputs gathered from primary experts and analyzing the company's coverage, product portfolio, its market penetration.
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
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Scope of the Report
1.1 Market Introduction
1.2 Years Considered
1.3 Research Objectives
1.4 Market Research Methodology
1.5 Research Process and Data Source
1.6 Economic Indicators
1.7 Currency Considered
1.8 Market Estimation Caveats
2 Executive Summary
2.1 World Market Overview
2.1.1 Global Classroom Solution for STEAM Market Size (2020-2031)
2.1.2 Classroom Solution for STEAM Market Size CAGR by Region (2020 VS 2024 VS 2031)
2.1.3 World Current & Future Analysis for Classroom Solution for STEAM by Country/Region (2020, 2024 & 2031)
2.2 Classroom Solution for STEAM Segment by Type
2.2.1 Toy
2.2.2 Service
2.2.3 Other
2.3 Classroom Solution for STEAM Market Size by Type
2.3.1 Classroom Solution for STEAM Market Size CAGR by Type (2020 VS 2024 VS 2031)
2.3.2 Global Classroom Solution for STEAM Market Size Market Share by Type (2020-2025)
2.4 Classroom Solution for STEAM Segment by Application
2.4.1 Primary School
2.4.2 Middle School
2.4.3 High School
2.4.4 Other
2.5 Classroom Solution for STEAM Market Size by Application
2.5.1 Classroom Solution for STEAM Market Size CAGR by Application (2020 VS 2024 VS 2031)
2.5.2 Global Classroom Solution for STEAM Market Size Market Share by Application (2020-2025)
3 Classroom Solution for STEAM Market Size by Player
3.1 Classroom Solution for STEAM Market Size Market Share by Player
3.1.1 Global Classroom Solution for STEAM Revenue by Player (2020-2025)
3.1.2 Global Classroom Solution for STEAM Revenue Market Share by Player (2020-2025)
3.2 Global Classroom Solution for STEAM Key Players Head office and Products Offered
3.3 Market Concentration Rate Analysis
3.3.1 Competition Landscape Analysis
3.3.2 Concentration Ratio (CR3, CR5 and CR10) & (2023-2025)
3.4 New Products and Potential Entrants
3.5 Mergers & Acquisitions, Expansion
4 Classroom Solution for STEAM by Region
4.1 Classroom Solution for STEAM Market Size by Region (2020-2025)
4.2 Global Classroom Solution for STEAM Annual Revenue by Country/Region (2020-2025)
4.3 Americas Classroom Solution for STEAM Market Size Growth (2020-2025)
4.4 APAC Classroom Solution for STEAM Market Size Growth (2020-2025)
4.5 Europe Classroom Solution for STEAM Market Size Growth (2020-2025)
4.6 Middle East & Africa Classroom Solution for STEAM Market Size Growth (2020-2025)
5 Americas
5.1 Americas Classroom Solution for STEAM Market Size by Country (2020-2025)
5.2 Americas Classroom Solution for STEAM Market Size by Type (2020-2025)
5.3 Americas Classroom Solution for STEAM Market Size by Application (2020-2025)
5.4 United States
5.5 Canada
5.6 Mexico
5.7 Brazil
6 APAC
6.1 APAC Classroom Solution for STEAM Market Size by Region (2020-2025)
6.2 APAC Classroom Solution for STEAM Market Size by Type (2020-2025)
6.3 APAC Classroom Solution for STEAM Market Size by Application (2020-2025)
6.4 China
6.5 Japan
6.6 South Korea
6.7 Southeast Asia
6.8 India
6.9 Australia
7 Europe
7.1 Europe Classroom Solution for STEAM Market Size by Country (2020-2025)
7.2 Europe Classroom Solution for STEAM Market Size by Type (2020-2025)
7.3 Europe Classroom Solution for STEAM Market Size by Application (2020-2025)
7.4 Germany
7.5 France
7.6 UK
7.7 Italy
7.8 Russia
8 Middle East & Africa
8.1 Middle East & Africa Classroom Solution for STEAM by Region (2020-2025)
8.2 Middle East & Africa Classroom Solution for STEAM Market Size by Type (2020-2025)
8.3 Middle East & Africa Classroom Solution for STEAM Market Size by Application (2020-2025)
8.4 Egypt
8.5 South Africa
8.6 Israel
8.7 Turkey
8.8 GCC Countries
9 Market Drivers, Challenges and Trends
9.1 Market Drivers & Growth Opportunities
9.2 Market Challenges & Risks
9.3 Industry Trends
10 Global Classroom Solution for STEAM Market Forecast
10.1 Global Classroom Solution for STEAM Forecast by Region (2026-2031)
10.1.1 Global Classroom Solution for STEAM Forecast by Region (2026-2031)
10.1.2 Americas Classroom Solution for STEAM Forecast
10.1.3 APAC Classroom Solution for STEAM Forecast
10.1.4 Europe Classroom Solution for STEAM Forecast
10.1.5 Middle East & Africa Classroom Solution for STEAM Forecast
10.2 Americas Classroom Solution for STEAM Forecast by Country (2026-2031)
10.2.1 United States Market Classroom Solution for STEAM Forecast
10.2.2 Canada Market Classroom Solution for STEAM Forecast
10.2.3 Mexico Market Classroom Solution for STEAM Forecast
10.2.4 Brazil Market Classroom Solution for STEAM Forecast
10.3 APAC Classroom Solution for STEAM Forecast by Region (2026-2031)
10.3.1 China Classroom Solution for STEAM Market Forecast
10.3.2 Japan Market Classroom Solution for STEAM Forecast
10.3.3 Korea Market Classroom Solution for STEAM Forecast
10.3.4 Southeast Asia Market Classroom Solution for STEAM Forecast
10.3.5 India Market Classroom Solution for STEAM Forecast
10.3.6 Australia Market Classroom Solution for STEAM Forecast
10.4 Europe Classroom Solution for STEAM Forecast by Country (2026-2031)
10.4.1 Germany Market Classroom Solution for STEAM Forecast
10.4.2 France Market Classroom Solution for STEAM Forecast
10.4.3 UK Market Classroom Solution for STEAM Forecast
10.4.4 Italy Market Classroom Solution for STEAM Forecast
10.4.5 Russia Market Classroom Solution for STEAM Forecast
10.5 Middle East & Africa Classroom Solution for STEAM Forecast by Region (2026-2031)
10.5.1 Egypt Market Classroom Solution for STEAM Forecast
10.5.2 South Africa Market Classroom Solution for STEAM Forecast
10.5.3 Israel Market Classroom Solution for STEAM Forecast
10.5.4 Turkey Market Classroom Solution for STEAM Forecast
10.6 Global Classroom Solution for STEAM Forecast by Type (2026-2031)
10.7 Global Classroom Solution for STEAM Forecast by Application (2026-2031)
10.7.1 GCC Countries Market Classroom Solution for STEAM Forecast
11 Key Players Analysis
11.1 BanBao
11.1.1 BanBao Company Information
11.1.2 BanBao Classroom Solution for STEAM Product Offered
11.1.3 BanBao Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.1.4 BanBao Main Business Overview
11.1.5 BanBao Latest Developments
11.2 Bandai
11.2.1 Bandai Company Information
11.2.2 Bandai Classroom Solution for STEAM Product Offered
11.2.3 Bandai Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.2.4 Bandai Main Business Overview
11.2.5 Bandai Latest Developments
11.3 Byju's
11.3.1 Byju's Company Information
11.3.2 Byju's Classroom Solution for STEAM Product Offered
11.3.3 Byju's Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.3.4 Byju's Main Business Overview
11.3.5 Byju's Latest Developments
11.4 Chaihuo
11.4.1 Chaihuo Company Information
11.4.2 Chaihuo Classroom Solution for STEAM Product Offered
11.4.3 Chaihuo Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.4.4 Chaihuo Main Business Overview
11.4.5 Chaihuo Latest Developments
11.5 DFrobot
11.5.1 DFrobot Company Information
11.5.2 DFrobot Classroom Solution for STEAM Product Offered
11.5.3 DFrobot Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.5.4 DFrobot Main Business Overview
11.5.5 DFrobot Latest Developments
11.6 Gaotu Techedu Inc
11.6.1 Gaotu Techedu Inc Company Information
11.6.2 Gaotu Techedu Inc Classroom Solution for STEAM Product Offered
11.6.3 Gaotu Techedu Inc Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.6.4 Gaotu Techedu Inc Main Business Overview
11.6.5 Gaotu Techedu Inc Latest Developments
11.7 Gigotoys
11.7.1 Gigotoys Company Information
11.7.2 Gigotoys Classroom Solution for STEAM Product Offered
11.7.3 Gigotoys Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.7.4 Gigotoys Main Business Overview
11.7.5 Gigotoys Latest Developments
11.8 Giochi Preziosi
11.8.1 Giochi Preziosi Company Information
11.8.2 Giochi Preziosi Classroom Solution for STEAM Product Offered
11.8.3 Giochi Preziosi Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.8.4 Giochi Preziosi Main Business Overview
11.8.5 Giochi Preziosi Latest Developments
11.9 Hasbro
11.9.1 Hasbro Company Information
11.9.2 Hasbro Classroom Solution for STEAM Product Offered
11.9.3 Hasbro Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.9.4 Hasbro Main Business Overview
11.9.5 Hasbro Latest Developments
11.10 JAKKS Pacific
11.10.1 JAKKS Pacific Company Information
11.10.2 JAKKS Pacific Classroom Solution for STEAM Product Offered
11.10.3 JAKKS Pacific Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.10.4 JAKKS Pacific Main Business Overview
11.10.5 JAKKS Pacific Latest Developments
11.11 Leapfrog
11.11.1 Leapfrog Company Information
11.11.2 Leapfrog Classroom Solution for STEAM Product Offered
11.11.3 Leapfrog Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.11.4 Leapfrog Main Business Overview
11.11.5 Leapfrog Latest Developments
11.12 LEGO
11.12.1 LEGO Company Information
11.12.2 LEGO Classroom Solution for STEAM Product Offered
11.12.3 LEGO Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.12.4 LEGO Main Business Overview
11.12.5 LEGO Latest Developments
11.13 Makeblock
11.13.1 Makeblock Company Information
11.13.2 Makeblock Classroom Solution for STEAM Product Offered
11.13.3 Makeblock Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.13.4 Makeblock Main Business Overview
11.13.5 Makeblock Latest Developments
11.14 Mattel
11.14.1 Mattel Company Information
11.14.2 Mattel Classroom Solution for STEAM Product Offered
11.14.3 Mattel Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.14.4 Mattel Main Business Overview
11.14.5 Mattel Latest Developments
11.15 Melissa & Doug
11.15.1 Melissa & Doug Company Information
11.15.2 Melissa & Doug Classroom Solution for STEAM Product Offered
11.15.3 Melissa & Doug Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.15.4 Melissa & Doug Main Business Overview
11.15.5 Melissa & Doug Latest Developments
11.16 MGA Entertainment
11.16.1 MGA Entertainment Company Information
11.16.2 MGA Entertainment Classroom Solution for STEAM Product Offered
11.16.3 MGA Entertainment Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.16.4 MGA Entertainment Main Business Overview
11.16.5 MGA Entertainment Latest Developments
11.17 MindWare
11.17.1 MindWare Company Information
11.17.2 MindWare Classroom Solution for STEAM Product Offered
11.17.3 MindWare Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.17.4 MindWare Main Business Overview
11.17.5 MindWare Latest Developments
11.18 Pearson
11.18.1 Pearson Company Information
11.18.2 Pearson Classroom Solution for STEAM Product Offered
11.18.3 Pearson Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.18.4 Pearson Main Business Overview
11.18.5 Pearson Latest Developments
11.19 PLAYMOBIL
11.19.1 PLAYMOBIL Company Information
11.19.2 PLAYMOBIL Classroom Solution for STEAM Product Offered
11.19.3 PLAYMOBIL Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.19.4 PLAYMOBIL Main Business Overview
11.19.5 PLAYMOBIL Latest Developments
11.20 Ravensburger
11.20.1 Ravensburger Company Information
11.20.2 Ravensburger Classroom Solution for STEAM Product Offered
11.20.3 Ravensburger Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.20.4 Ravensburger Main Business Overview
11.20.5 Ravensburger Latest Developments
11.21 Roblox Corporation
11.21.1 Roblox Corporation Company Information
11.21.2 Roblox Corporation Classroom Solution for STEAM Product Offered
11.21.3 Roblox Corporation Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.21.4 Roblox Corporation Main Business Overview
11.21.5 Roblox Corporation Latest Developments
11.22 Safari
11.22.1 Safari Company Information
11.22.2 Safari Classroom Solution for STEAM Product Offered
11.22.3 Safari Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.22.4 Safari Main Business Overview
11.22.5 Safari Latest Developments
11.23 Simba-Dickie Group
11.23.1 Simba-Dickie Group Company Information
11.23.2 Simba-Dickie Group Classroom Solution for STEAM Product Offered
11.23.3 Simba-Dickie Group Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.23.4 Simba-Dickie Group Main Business Overview
11.23.5 Simba-Dickie Group Latest Developments
11.24 Spin Master
11.24.1 Spin Master Company Information
11.24.2 Spin Master Classroom Solution for STEAM Product Offered
11.24.3 Spin Master Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.24.4 Spin Master Main Business Overview
11.24.5 Spin Master Latest Developments
11.25 Stride
11.25.1 Stride Company Information
11.25.2 Stride Classroom Solution for STEAM Product Offered
11.25.3 Stride Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.25.4 Stride Main Business Overview
11.25.5 Stride Latest Developments
11.26 TAKARA TOMY
11.26.1 TAKARA TOMY Company Information
11.26.2 TAKARA TOMY Classroom Solution for STEAM Product Offered
11.26.3 TAKARA TOMY Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.26.4 TAKARA TOMY Main Business Overview
11.26.5 TAKARA TOMY Latest Developments
11.27 Ubtech Robotics
11.27.1 Ubtech Robotics Company Information
11.27.2 Ubtech Robotics Classroom Solution for STEAM Product Offered
11.27.3 Ubtech Robotics Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.27.4 Ubtech Robotics Main Business Overview
11.27.5 Ubtech Robotics Latest Developments
11.28 Vtech
11.28.1 Vtech Company Information
11.28.2 Vtech Classroom Solution for STEAM Product Offered
11.28.3 Vtech Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.28.4 Vtech Main Business Overview
11.28.5 Vtech Latest Developments
11.29 Youbetter
11.29.1 Youbetter Company Information
11.29.2 Youbetter Classroom Solution for STEAM Product Offered
11.29.3 Youbetter Classroom Solution for STEAM Revenue, Gross Margin and Market Share (2020-2025)
11.29.4 Youbetter Main Business Overview
11.29.5 Youbetter Latest Developments
12 Research Findings and Conclusion
*If Applicable.