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Math Learning Apps for Kids Market - Global Forecast 2025-2032

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    Report

  • 184 Pages
  • November 2025
  • Region: Global
  • 360iResearch™
  • ID: 6090414
UP TO OFF until Jan 01st 2026
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The math learning apps for kids market is evolving rapidly, shaped by digital transformation and the increasing demand for accessible, engaging solutions that meet diverse educational needs. Senior decision-makers need clear insights into growth drivers and practical implications for investment in this dynamic sector.

Market Snapshot: Math Learning Apps for Kids Market Overview

The Math Learning Apps for Kids Market grew from USD 520.29 million in 2024 to USD 555.41 million in 2025. It is forecast to expand at a CAGR of 7.22%, reaching USD 909.44 million by 2032. This trajectory highlights sustained demand across parent, educator, and institutional buyer segments, underscoring the sector’s resilience and investment attractiveness.

Scope & Segmentation

  • Learning Format: Adaptive learning, game-based learning (including AR and puzzle-based formats), interactive quizzes, video tutorials
  • Device Type: Mobile and tablet apps (Android, iOS), PC/desktop applications
  • Pricing Models: Free with in-app purchases, monthly subscription, one-time purchase options
  • User Age Group: Preschool (2–5 yrs), early elementary (K-2 / 6–8 yrs), upper elementary (9–11 yrs), middle school (6–8 yrs)
  • Learning Objective: Numeracy skills, arithmetic operations, algebra foundations, geometry understanding, data interpretation, problem solving
  • Connectivity: Offline/downloadable content, online-only platforms
  • End-User: Direct-to-consumer (B2C) families, licensing partnerships with publishers and EdTech platforms, school/district sales, tutoring centers, after-school programs
  • Regional Coverage: Americas (including North America and Latin America), Europe, Middle East, Africa, Asia-Pacific
  • Leading Companies: 2Simple Software Ltd., 3P Learning Ltd, ABCmouse, Adventure Academy by Age of Learning, Amazon.com, Inc, Bedtime Math Foundation, BYJU'S, Coolmath.com, CTCMath, Cuemath, Curious World by Hopster, DragonBox by Kahoot! AS, DreamBox Learning, IXL Learning, K5 Learning.com, Khan Academy, Mathigon, Matific, PBS Kids, Prodigy Education, Reading Eggs, SplashLearn, ST Math by MIND Research Institute, Sumdog Ltd., Zearn Inc.

Key Takeaways

  • Gamified learning and adaptive engines are becoming standard, personalizing pathways for young learners while integrating engaging, multimedia elements.
  • Immersive technologies—such as augmented reality and video tutorials—improve comprehension by making math concepts interactive and contextually meaningful.
  • Real-time analytics and continuous assessment support differentiated instruction, enabling educators and parents to monitor progress and fine-tune interventions.
  • Device and connectivity preferences are shifting, with mobile/tablet usage growing among young users, while robust offline functionality addresses bandwidth disparities in emerging markets.
  • The segmentation by age group and end-user profile enables targeted solutions that cater to the specific developmental and institutional requirements of each cohort.

Tariff Impact: Regulatory and Cost Dynamics

New tariff measures in the United States introduced in 2025 are impacting the supply chain for math learning applications, especially those reliant on hardware like tablets and headsets. These developments have prompted companies to adjust pricing models, localize development, and diversify technology stacks. Industry stakeholders are also exploring broader device compatibility and open-source solutions to sustain product value and accessibility amid shifting cost structures.

Methodology & Data Sources

This report applies a mixed-method approach, including in-depth interviews with EdTech executives, educator panels, and parent/student surveys. Secondary research draws from academic journals, industry white papers, government reports, and press releases. The analysis uses SWOT frameworks, Porter's Five Forces, segmentation modeling, and expert validation workshops to ensure robust insights across quantitative and qualitative metrics.

Why This Report Matters

  • Enables decision-makers to anticipate regulatory and cost pressures, making informed budgetary and technology choices.
  • Offers actionable segmentation and technology adoption insights for targeted product development and market expansion strategies.
  • Supports alignment of organizational goals with trends in adaptive, game-based, and immersive learning to enhance stakeholder value.

Conclusion

The Math Learning Apps for Kids Market is advancing through innovation in adaptive learning, gamification, and robust analytics. Forward-thinking strategies—grounded in segmentation and regulatory awareness—will help stakeholders capture opportunities and drive results in the evolving digital education landscape.

Table of Contents

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Stakeholders
2. Research Methodology
3. Executive Summary
4. Market Overview
5. Market Insights
5.1. AI-driven adaptive curriculum engines personalizing math practice for diverse learners
5.2. Gamified reward systems integrating narrative storytelling to boost early numeracy engagement
5.3. Augmented reality manipulatives blending physical play with digital math skill development
5.4. Machine learning analytics dashboards providing real-time insights into student progress
5.5. Collaborative multiplayer math challenges fostering social learning in virtual classrooms
5.6. Subscription-based microlearning modules delivering bite-sized daily math exercises
5.7. Cross-platform synchronization enabling seamless transitions between tablet and desktop lessons
5.8. Robust parental controls and data privacy features ensuring compliant child online safety
5.9. Coding-integrated math puzzles introducing computational thinking alongside arithmetic skills
5.10. Bilingual content libraries supporting dual-language math instruction for global learners
6. Cumulative Impact of United States Tariffs 2025
7. Cumulative Impact of Artificial Intelligence 2025
8. Math Learning Apps for Kids Market, by Learning Format
8.1. Adaptive Learning
8.2. Game-Based Learning
8.2.1. AR Games
8.2.2. Puzzle-Based
8.3. Interactive Quizzes
8.4. Video Tutorials
9. Math Learning Apps for Kids Market, by Device Type
9.1. Mobile/Tablet Apps
9.1.1. Android
9.1.2. iOS
9.2. PC/Desktop Apps
10. Math Learning Apps for Kids Market, by Pricing Models
10.1. Free with In-App Purchases
10.2. Monthly Subscription
10.3. One-Time Purchase
11. Math Learning Apps for Kids Market, by User Age Group
11.1. Early Elementary (K-2 / 6-8 yrs)
11.2. Middle School (6-8 yrs)
11.3. Preschool (2-5 yrs)
11.4. Upper Elementary (9-11 yrs)
12. Math Learning Apps for Kids Market, by Learning Objective
12.1. Algebra Foundations
12.2. Arithmetic Operations
12.3. Data Interpretation
12.4. Geometry Understanding
12.5. Numeracy Skills
12.6. Problem Solving
13. Math Learning Apps for Kids Market, by Connectivity
13.1. Offline / downloadable content
13.2. Online-only
14. Math Learning Apps for Kids Market, by End-User
14.1. Direct-to-Consumer (B2C)
14.2. Licensing to Publishers & EdTech Platforms
14.3. School / District Sales (B2G / B2B-education)
14.4. Tutoring Centers & After-school Programs
15. Math Learning Apps for Kids Market, by Region
15.1. Americas
15.1.1. North America
15.1.2. Latin America
15.2. Europe, Middle East & Africa
15.2.1. Europe
15.2.2. Middle East
15.2.3. Africa
15.3. Asia-Pacific
16. Math Learning Apps for Kids Market, by Group
16.1. ASEAN
16.2. GCC
16.3. European Union
16.4. BRICS
16.5. G7
16.6. NATO
17. Math Learning Apps for Kids Market, by Country
17.1. United States
17.2. Canada
17.3. Mexico
17.4. Brazil
17.5. United Kingdom
17.6. Germany
17.7. France
17.8. Russia
17.9. Italy
17.10. Spain
17.11. China
17.12. India
17.13. Japan
17.14. Australia
17.15. South Korea
18. Competitive Landscape
18.1. Market Share Analysis, 2024
18.2. FPNV Positioning Matrix, 2024
18.3. Competitive Analysis
18.3.1. 2Simple Software Ltd.
18.3.2. 3P Learning Ltd
18.3.3. ABCmouse
18.3.4. Adventure Academy by Age of Learning, Inc.
18.3.5. Amazon.com, Inc
18.3.6. Bedtime Math Foundation
18.3.7. BYJU'S
18.3.8. Coolmath.com, LLC
18.3.9. CTCMath, LLC
18.3.10. Cuemath Pvt. Ltd.
18.3.11. Curious World by Hopster
18.3.12. DragonBox by Kahoot! AS
18.3.13. DreamBox Learning, Inc.
18.3.14. IXL Learning, Inc.
18.3.15. K5 Learning.com, Inc.
18.3.16. Khan Academy, Inc.
18.3.17. Mathigon
18.3.18. Matific
18.3.19. PBS Kids
18.3.20. Prodigy Education
18.3.21. Reading Eggs
18.3.22. SplashLearn, Inc.
18.3.23. ST Math by MIND Research Institute
18.3.24. Sumdog Ltd.
18.3.25. Zearn, Inc.

Companies Mentioned

The companies profiled in this Math Learning Apps for Kids market report include:
  • 2Simple Software Ltd.
  • 3P Learning Ltd
  • ABCmouse
  • Adventure Academy by Age of Learning, Inc.
  • Amazon.com, Inc
  • Bedtime Math Foundation
  • BYJU'S
  • Coolmath.com, LLC
  • CTCMath, LLC
  • Cuemath Pvt. Ltd.
  • Curious World by Hopster
  • DragonBox by Kahoot! AS
  • DreamBox Learning, Inc.
  • IXL Learning, Inc.
  • K5 Learning.com, Inc.
  • Khan Academy, Inc.
  • Mathigon
  • Matific
  • PBS Kids
  • Prodigy Education
  • Reading Eggs
  • SplashLearn, Inc.
  • ST Math by MIND Research Institute
  • Sumdog Ltd.
  • Zearn, Inc.

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