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Global STEAM Education Sales Market Report, Competitive Analysis and Regional Opportunities 2025-2031

Published Date: 2025-09-17   |   Pages: 93   |   Tables: 91   |  Service & Software

The global STEAM Education market size was US$ 14720 million in 2024 and is forecast to a readjusted size of US$ 37130 million by 2031 with a CAGR of 14.3% during the forecast period 2025-2031.
STEAM is an educational concept that is different from the traditional single-subject, book-based education. STEAM is a transdisciplinary education concept that emphasizes practice. It was first proposed by the US government to strengthen the US K12 education on science, technology, engineering, art and mathematics. The original form of STEAM is the STEM concept, which is the initials of science, technology, engineering, and mathematics, and later art was added. The focus of STEAM education is to strengthen the education of students in five aspects: first, scientific literacy, that is, using scientific knowledge (such as physics, chemistry, biological sciences and earth and space sciences) to understand the natural world and participate in the process of influencing the natural world; second, technical literacy, that is, the ability to use, manage, understand and evaluate technology; third, engineering literacy, that is, the understanding of the design and development process of technical engineering; fourth, mathematical literacy, that is, the ability of students to discover, express, explain and solve mathematical problems in various situations; fifth, artistic literacy, that is, cultivating aesthetic concepts, appreciation and creation abilities.
Global key players of STEAM education include Youbetter, Makeblock, LEGO, Ubtech Robotics, Roblox Corporation, etc. The top five players hold a share over 20%. Asia-pacific is the largest market, has a share about 49%, followed by North America, and Europe, with share 24% and 17%, separately.
The STEAM education market is booming, reflecting the growing interest in integrated science, technology, engineering, art and mathematics teaching methods in the global education field. STEAM education emphasizes interdisciplinary learning and practice, aiming to cultivate students' innovation, problem-solving and critical thinking skills.
With the advancement of digital transformation and the rapid advancement of technology, emerging technologies such as virtual reality (VR), augmented reality (AR) and artificial intelligence (AI) will be increasingly integrated into STEAM courses, providing a more immersive and interactive learning experience. The global emphasis on future technology and innovation, especially in the context of countries promoting economic digitalization and technological progress, will further promote the development of STEAM education and promote the integration of more real-world related technologies and skills in the education system. In addition, with increasing attention to educational equity and inclusion, future STEAM education will pay more attention to diversity and inclusion, ensuring that all students, especially those from low-income and minority backgrounds, have access to high-quality STEAM education resources.
The global STEAM Education market is strategically segmented by company, region (country), by Type, and by Application. This report empowers stakeholders to capitalize on emerging opportunities, optimize product strategies, and outperform competitors through data-driven insights on revenue and forecasts across regions, by Type, and by Application for 2020-2031.
Market Segmentation
By Company:
Youbetter
Makeblock
LEGO
Ubtech Robotics
Roblox Corporation
Byju's
DFrobot
Chaihuo
Gaotu Techedu Inc
Stride
Pearson
By Type: (Dominant Segment vs High-Margin Innovation)
Robot Programming
Software Programming
Scientific Literacy
By Application: (Core Demand Driver vs Emerging Opportunity)
Primary School
Junior High School
High School
Others
By Region
Macro-Regional Analysis: Market Size & Growth Forecasts
- North America
- Europe
- Asia-Pacific
- South America
- Middle East & Africa
Micro-Local Market Deep Dive: Strategic Insights
- Competitive Landscape: Player dominance vs. disruptors (e.g., Youbetter in Europe)
- Emerging Product Trends: Robot Programming adoption vs. Software Programming premiumization
- Demand-Side Dynamics: Primary School growth in China vs. Junior High School potential in North America
- Localized Consumer Needs: Regulatory hurdles in EU vs. price sensitivity in India
Focus Markets:
North America
Europe
China
Japan
(Additional regions can be customized based on client needs.)
Chapter Outline
Chapter 1: Report scope, executive summary, and market evolution scenarios (short/mid/long term).
Chapter 2: Quantitative analysis of STEAM Education market size and growth potential at global, regional, and country levels.
Chapter 3: Competitive benchmarking of manufacturers (revenue, market share, M&A, R&D focus).
Chapter 4: Type-based segmentation analysis – Uncovering blue ocean markets (e.g., Software Programming in China).
Chapter 5: Application-based segmentation analysis – High-growth downstream opportunities (e.g., Junior High School in India).
Chapter 6: Regional revenue breakdown by company, type, application and customer.
Chapter 7: Key manufacturer profiles – Financials, product portfolios, and strategic developments.
Chapter 8: Market dynamics – Drivers, restraints, regulatory impacts, and risk mitigation strategies.
Chapter 9: Actionable conclusions and strategic recommendations.
Why This Report?
Unlike generic global market reports, this study combines macro-level industry trends with hyper-local operational intelligence, empowering data-driven decisions across the STEAM Education value chain, addressing:
- Market entry risks/opportunities by region
- Product mix optimization based on local practices
- Competitor tactics in fragmented vs. consolidated markets

Research Methodology

The research methodology employed has been subjected by numerous procedures in order to guarantee the quality and accuracy of the data contained within the reports. The analysts are employed full-time and received more than six months training to satisfy the standard of our company. Our methodology can be divided into five stages:


Stage 1 SECONDARY RESEARCH

The research team first collaborates with magazines, trade associations and administrative departments in the research field. The information provided by our internal documentation service is helpful for our further research. Our team has a wealth of experience and knowledge, and can effectively extract accurate information from existing resources.

 

Stage 2 PRIMARY RESEARCH:INTERVIEWS WITH TRADE SOURCES

After the first stage, the research team conducts a large number of face-to-face or telephone interviews with representative companies working in the research field. Analysts are trying to have an opportunity to talk to leading companies and small companies in the field. Upstream suppliers, manufacturers, distributors, importers, installers, wholesalers and consumers were included in the interview. The data collected during the interview were then carefully examined and compared with the secondary study.

 

Stage 3 ANALYSIS OF THE GATHERED DATA

The analysis team examines and synthesizes the data collected in the first two stages. In order to validate the data, a second round of interviews can be conducted.

 

Stage 4 QUANTITATIVE DATA

The quantitative data such as market estimates, production and capacity of manufacturer, market forecasts and investment feasibility is provided by our company. The data is based on the estimates obtained during stage 3.

 

Stage 5 QUALITY CONTROL

Before publishing, each report undergoes a rigorous review and editing process, which is done by the experience management team to ensure the reliability of the published data. Every analyst on the research team receives support and continuous training as part of our internal quality process.

 

1 Report Overview
1.1 Study Scope
1.2 Market by Type
1.2.1 Global Market Size Growth by Type: 2020 VS 2024 VS 2031
1.2.2 Robot Programming
1.2.3 Software Programming
1.2.4 Scientific Literacy
1.3 Market by Application
1.3.1 Global Market Share by Application: 2020 VS 2024 VS 2031
1.3.2 Primary School
1.3.3 Junior High School
1.3.4 High School
1.3.5 Others
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global STEAM Education Market Perspective (2020-2031)
2.2 Global Market Size by Region: 2020 VS 2024 VS 2031
2.3 Global STEAM Education Revenue Market Share by Region (2020-2025)
2.4 Global STEAM Education Revenue Forecast by Region (2026-2031)
2.5 Major Region and Emerging Market Analysis
2.5.1 North America STEAM Education Market Size and Prospective (2020-2031)
2.5.2 Europe STEAM Education Market Size and Prospective (2020-2031)
2.5.3 China STEAM Education Market Size and Prospective (2020-2031)
2.5.4 Japan STEAM Education Market Size and Prospective (2020-2031)
3 Breakdown Data by Type
3.1 Global STEAM Education Historic Market Size by Type (2020-2025)
3.2 Global STEAM Education Forecasted Market Size by Type (2026-2031)
3.3 Different Types STEAM Education Representative Players
4 Breakdown Data by Application
4.1 Global STEAM Education Historic Market Size by Application (2020-2025)
4.2 Global STEAM Education Forecasted Market Size by Application (2026-2031)
4.3 New Sources of Growth in STEAM Education Application
5 Competition Landscape by Players
5.1 Global Top Players by Revenue
5.1.1 Global Top STEAM Education Players by Revenue (2020-2025)
5.1.2 Global STEAM Education Revenue Market Share by Players (2020-2025)
5.2 Global Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
5.3 Players Covered: Ranking by STEAM Education Revenue
5.4 Global STEAM Education Market Concentration Analysis
5.4.1 Global STEAM Education Market Concentration Ratio (CR5 and HHI)
5.4.2 Global Top 10 and Top 5 Companies by STEAM Education Revenue in 2024
5.5 Global Key Players of STEAM Education Head office and Area Served
5.6 Global Key Players of STEAM Education, Product and Application
5.7 Global Key Players of STEAM Education, Date of Enter into This Industry
5.8 Mergers & Acquisitions, Expansion Plans
6 Region Analysis
6.1 North America Market: Players, Segments and Downstream
6.1.1 North America STEAM Education Revenue by Company (2020-2025)
6.1.2 North America Market Size by Type
6.1.2.1 North America STEAM Education Market Size by Type (2020-2025)
6.1.2.2 North America STEAM Education Market Share by Type (2020-2025)
6.1.3 North America Market Size by Application
6.1.3.1 North America STEAM Education Market Size by Application (2020-2025)
6.1.3.2 North America STEAM Education Market Share by Application (2020-2025)
6.1.4 North America Market Trend and Opportunities
6.2 Europe Market: Players, Segments and Downstream
6.2.1 Europe STEAM Education Revenue by Company (2020-2025)
6.2.2 Europe Market Size by Type
6.2.2.1 Europe STEAM Education Market Size by Type (2020-2025)
6.2.2.2 Europe STEAM Education Market Share by Type (2020-2025)
6.2.3 Europe Market Size by Application
6.2.3.1 Europe STEAM Education Market Size by Application (2020-2025)
6.2.3.2 Europe STEAM Education Market Share by Application (2020-2025)
6.2.4 Europe Market Trend and Opportunities
6.3 China Market: Players, Segments and Downstream
6.3.1 China STEAM Education Revenue by Company (2020-2025)
6.3.2 China Market Size by Type
6.3.2.1 China STEAM Education Market Size by Type (2020-2025)
6.3.2.2 China STEAM Education Market Share by Type (2020-2025)
6.3.3 China Market Size by Application
6.3.3.1 China STEAM Education Market Size by Application (2020-2025)
6.3.3.2 China STEAM Education Market Share by Application (2020-2025)
6.3.4 China Market Trend and Opportunities
6.4 Japan Market: Players, Segments and Downstream
6.4.1 Japan STEAM Education Revenue by Company (2020-2025)
6.4.2 Japan Market Size by Type
6.4.2.1 Japan STEAM Education Market Size by Type (2020-2025)
6.4.2.2 Japan STEAM Education Market Share by Type (2020-2025)
6.4.3 Japan Market Size by Application
6.4.3.1 Japan STEAM Education Market Size by Application (2020-2025)
6.4.3.2 Japan STEAM Education Market Share by Application (2020-2025)
6.4.4 Japan Market Trend and Opportunities
7 Key Players Profiles
7.1 Youbetter
7.1.1 Youbetter Company Details
7.1.2 Youbetter Business Overview
7.1.3 Youbetter STEAM Education Introduction
7.1.4 Youbetter Revenue in STEAM Education Business (2020-2025)
7.1.5 Youbetter Recent Development
7.2 Makeblock
7.2.1 Makeblock Company Details
7.2.2 Makeblock Business Overview
7.2.3 Makeblock STEAM Education Introduction
7.2.4 Makeblock Revenue in STEAM Education Business (2020-2025)
7.2.5 Makeblock Recent Development
7.3 LEGO
7.3.1 LEGO Company Details
7.3.2 LEGO Business Overview
7.3.3 LEGO STEAM Education Introduction
7.3.4 LEGO Revenue in STEAM Education Business (2020-2025)
7.3.5 LEGO Recent Development
7.4 Ubtech Robotics
7.4.1 Ubtech Robotics Company Details
7.4.2 Ubtech Robotics Business Overview
7.4.3 Ubtech Robotics STEAM Education Introduction
7.4.4 Ubtech Robotics Revenue in STEAM Education Business (2020-2025)
7.4.5 Ubtech Robotics Recent Development
7.5 Roblox Corporation
7.5.1 Roblox Corporation Company Details
7.5.2 Roblox Corporation Business Overview
7.5.3 Roblox Corporation STEAM Education Introduction
7.5.4 Roblox Corporation Revenue in STEAM Education Business (2020-2025)
7.5.5 Roblox Corporation Recent Development
7.6 Byju's
7.6.1 Byju's Company Details
7.6.2 Byju's Business Overview
7.6.3 Byju's STEAM Education Introduction
7.6.4 Byju's Revenue in STEAM Education Business (2020-2025)
7.6.5 Byju's Recent Development
7.7 DFrobot
7.7.1 DFrobot Company Details
7.7.2 DFrobot Business Overview
7.7.3 DFrobot STEAM Education Introduction
7.7.4 DFrobot Revenue in STEAM Education Business (2020-2025)
7.7.5 DFrobot Recent Development
7.8 Chaihuo
7.8.1 Chaihuo Company Details
7.8.2 Chaihuo Business Overview
7.8.3 Chaihuo STEAM Education Introduction
7.8.4 Chaihuo Revenue in STEAM Education Business (2020-2025)
7.8.5 Chaihuo Recent Development
7.9 Gaotu Techedu Inc
7.9.1 Gaotu Techedu Inc Company Details
7.9.2 Gaotu Techedu Inc Business Overview
7.9.3 Gaotu Techedu Inc STEAM Education Introduction
7.9.4 Gaotu Techedu Inc Revenue in STEAM Education Business (2020-2025)
7.9.5 Gaotu Techedu Inc Recent Development
7.10 Stride
7.10.1 Stride Company Details
7.10.2 Stride Business Overview
7.10.3 Stride STEAM Education Introduction
7.10.4 Stride Revenue in STEAM Education Business (2020-2025)
7.10.5 Stride Recent Development
7.11 Pearson
7.11.1 Pearson Company Details
7.11.2 Pearson Business Overview
7.11.3 Pearson STEAM Education Introduction
7.11.4 Pearson Revenue in STEAM Education Business (2020-2025)
7.11.5 Pearson Recent Development
8 STEAM Education Market Dynamics
8.1 STEAM Education Industry Trends
8.2 STEAM Education Market Drivers
8.3 STEAM Education Market Challenges
8.4 STEAM Education Market Restraints
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.1.1 Research Programs/Design
10.1.1.2 Market Size Estimation
10.1.1.3 Market Breakdown and Data Triangulation
10.1.2 Data Source
10.1.2.1 Secondary Sources
10.1.2.2 Primary Sources
10.2 Author Details
10.3 Disclaimer

List of Tables
Table 1. Global STEAM Education Market Size Growth Rate by Type (US$ Million): 2020 VS 2024 VS 2031
Table 2. Global STEAM Education Market Size Growth by Application (US$ Million): 2020 VS 2024 VS 2031
Table 3. Global Market STEAM Education Market Size (US$ Million) by Region:2020 VS 2024 VS 2031
Table 4. Global STEAM Education Revenue (US$ Million) Market Share by Region (2020-2025)
Table 5. Global STEAM Education Revenue Share by Region (2020-2025)
Table 6. Global STEAM Education Revenue (US$ Million) Forecast by Region (2026-2031)
Table 7. Global STEAM Education Revenue Share Forecast by Region (2026-2031)
Table 8. Global STEAM Education Market Size by Type (2020-2025) & (US$ Million)
Table 9. Global STEAM Education Revenue Market Share by Type (2020-2025)
Table 10. Global STEAM Education Forecasted Market Size by Type (2026-2031) & (US$ Million)
Table 11. Global STEAM Education Revenue Market Share by Type (2026-2031)
Table 12. Representative Players of Each Type
Table 13. Global STEAM Education Market Size by Application (2020-2025) & (US$ Million)
Table 14. Global STEAM Education Revenue Market Share by Application (2020-2025)
Table 15. Global STEAM Education Forecasted Market Size by Application (2026-2031) & (US$ Million)
Table 16. Global STEAM Education Revenue Market Share by Application (2026-2031)
Table 17. New Sources of Growth in STEAM Education Application
Table 18. Global STEAM Education Revenue by Players (2020-2025) & (US$ Million)
Table 19. Global STEAM Education Market Share by Players (2020-2025)
Table 20. Global Top STEAM Education Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in STEAM Education as of 2024)
Table 21. Ranking of Global Top STEAM Education Companies by Revenue (US$ Million) in 2024
Table 22. Global 5 Largest Players Market Share by STEAM Education Revenue (CR5 and HHI) & (2020-2025)
Table 23. Global Key Players of STEAM Education, Headquarters and Area Served
Table 24. Global Key Players of STEAM Education, Product and Application
Table 25. Global Key Players of STEAM Education, Date of Enter into This Industry
Table 26. Mergers & Acquisitions, Expansion Plans
Table 27. North America STEAM Education Revenue by Company (2020-2025) & (US$ Million)
Table 28. North America STEAM Education Revenue Market Share by Company (2020-2025)
Table 29. North America STEAM Education Market Size by Type (2020-2025) & (US$ Million)
Table 30. North America STEAM Education Market Size by Application (2020-2025) & (US$ Million)
Table 31. Europe STEAM Education Revenue by Company (2020-2025) & (US$ Million)
Table 32. Europe STEAM Education Revenue Market Share by Company (2020-2025)
Table 33. Europe STEAM Education Market Size by Type (2020-2025) & (US$ Million)
Table 34. Europe STEAM Education Market Size by Application (2020-2025) & (US$ Million)
Table 35. China STEAM Education Revenue by Company (2020-2025) & (US$ Million)
Table 36. China STEAM Education Revenue Market Share by Company (2020-2025)
Table 37. China STEAM Education Market Size by Type (2020-2025) & (US$ Million)
Table 38. China STEAM Education Market Size by Application (2020-2025) & (US$ Million)
Table 39. Japan STEAM Education Revenue by Company (2020-2025) & (US$ Million)
Table 40. Japan STEAM Education Revenue Market Share by Company (2020-2025)
Table 41. Japan STEAM Education Market Size by Type (2020-2025) & (US$ Million)
Table 42. Japan STEAM Education Market Size by Application (2020-2025) & (US$ Million)
Table 43. Youbetter Company Details
Table 44. Youbetter Business Overview
Table 45. Youbetter STEAM Education Product
Table 46. Youbetter Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 47. Youbetter Recent Development
Table 48. Makeblock Company Details
Table 49. Makeblock Business Overview
Table 50. Makeblock STEAM Education Product
Table 51. Makeblock Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 52. Makeblock Recent Development
Table 53. LEGO Company Details
Table 54. LEGO Business Overview
Table 55. LEGO STEAM Education Product
Table 56. LEGO Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 57. LEGO Recent Development
Table 58. Ubtech Robotics Company Details
Table 59. Ubtech Robotics Business Overview
Table 60. Ubtech Robotics STEAM Education Product
Table 61. Ubtech Robotics Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 62. Ubtech Robotics Recent Development
Table 63. Roblox Corporation Company Details
Table 64. Roblox Corporation Business Overview
Table 65. Roblox Corporation STEAM Education Product
Table 66. Roblox Corporation Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 67. Roblox Corporation Recent Development
Table 68. Byju's Company Details
Table 69. Byju's Business Overview
Table 70. Byju's STEAM Education Product
Table 71. Byju's Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 72. Byju's Recent Development
Table 73. DFrobot Company Details
Table 74. DFrobot Business Overview
Table 75. DFrobot STEAM Education Product
Table 76. DFrobot Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 77. DFrobot Recent Development
Table 78. Chaihuo Company Details
Table 79. Chaihuo Business Overview
Table 80. Chaihuo STEAM Education Product
Table 81. Chaihuo Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 82. Chaihuo Recent Development
Table 83. Gaotu Techedu Inc Company Details
Table 84. Gaotu Techedu Inc Business Overview
Table 85. Gaotu Techedu Inc STEAM Education Product
Table 86. Gaotu Techedu Inc Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 87. Gaotu Techedu Inc Recent Development
Table 88. Stride Company Details
Table 89. Stride Business Overview
Table 90. Stride STEAM Education Product
Table 91. Stride Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 92. Stride Recent Development
Table 93. Pearson Company Details
Table 94. Pearson Business Overview
Table 95. Pearson STEAM Education Product
Table 96. Pearson Revenue in STEAM Education Business (2020-2025) & (US$ Million)
Table 97. Pearson Recent Development
Table 98. STEAM Education Market Trends
Table 99. STEAM Education Market Drivers
Table 100. STEAM Education Market Challenges
Table 101. STEAM Education Market Restraints
Table 102. Research Programs/Design for This Report
Table 103. Key Data Information from Secondary Sources
Table 104. Key Data Information from Primary Sources


List of Figures
Figure 1. STEAM Education Product Picture
Figure 2. Global STEAM Education Market Share by Type: 2024 VS 2031
Figure 3. Robot Programming Features
Figure 4. Software Programming Features
Figure 5. Scientific Literacy Features
Figure 6. Global STEAM Education Market Share by Application: 2024 VS 2031
Figure 7. Primary School
Figure 8. Junior High School
Figure 9. High School
Figure 10. Others
Figure 11. STEAM Education Report Years Considered
Figure 12. Global STEAM Education Market Size (US$ Million), Year-over-Year: 2020-2031
Figure 13. Global STEAM Education Market Size, (US$ Million), 2020 VS 2024 VS 2031
Figure 14. Global STEAM Education Revenue Market Share by Region: 2020 VS 2024
Figure 15. North America STEAM Education Revenue (US$ Million) Growth Rate (2020-2031)
Figure 16. Europe STEAM Education Revenue (US$ Million) Growth Rate (2020-2031)
Figure 17. China STEAM Education Revenue (US$ Million) Growth Rate (2020-2031)
Figure 18. Japan STEAM Education Revenue (US$ Million) Growth Rate (2020-2031)
Figure 19. Global STEAM Education Market Share by Players in 2024
Figure 20. Global Top STEAM Education Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in STEAM Education as of 2024)
Figure 21. The Top 10 and 5 Players Market Share by STEAM Education Revenue in 2024
Figure 22. North America STEAM Education Market Share by Type (2020-2025)
Figure 23. North America STEAM Education Market Share by Application (2020-2025)
Figure 24. Europe STEAM Education Market Share by Type (2020-2025)
Figure 25. Europe STEAM Education Market Share by Application (2020-2025)
Figure 26. China STEAM Education Market Share by Type (2020-2025)
Figure 27. China STEAM Education Market Share by Application (2020-2025)
Figure 28. Japan STEAM Education Market Share by Type (2020-2025)
Figure 29. Japan STEAM Education Market Share by Application (2020-2025)
Figure 30. Youbetter Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 31. Makeblock Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 32. LEGO Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 33. Ubtech Robotics Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 34. Roblox Corporation Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 35. Byju's Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 36. DFrobot Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 37. Chaihuo Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 38. Gaotu Techedu Inc Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 39. Stride Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 40. Pearson Revenue Growth Rate in STEAM Education Business (2020-2025)
Figure 41. Bottom-up and Top-down Approaches for This Report
Figure 42. Data Triangulation
Figure 43. Key Executives Interviewed

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