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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
3. Executive Summary
4. Market Overview
7. Cumulative Impact of Artificial Intelligence 2025
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.
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 184 |
| Published | November 2025 |
| Forecast Period | 2025 - 2032 |
| Estimated Market Value ( USD | $ 555.41 Million |
| Forecasted Market Value ( USD | $ 909.44 Million |
| Compound Annual Growth Rate | 7.2% |
| Regions Covered | Global |
| No. of Companies Mentioned | 26 |


