The online hobby classes for kids market size is expected to see rapid growth in the next few years. It will grow to $4.96 billion in 2030 at a compound annual growth rate (CAGR) of 14.7%. The growth in the forecast period can be attributed to growing demand for personalized learning experiences, rising adoption of immersive learning technologies, expansion of subscription-based education platforms, increasing focus on early skill development, growing global acceptance of online learning for children. Major trends in the forecast period include expansion of interactive live learning sessions, growing adoption of gamified learning formats, rising demand for skill-based extracurricular education, increased focus on creative and steam-oriented classes, integration of parental progress tracking tools.
The increasing digitalization is expected to drive the growth of the online hobby classes for kids market in the coming years. Digitalization is the process of incorporating digital technologies into everyday business operations, transforming traditional practices by adopting digital tools, systems, and technologies to improve efficiency, productivity, and innovation. The growth of digitalization is largely fueled by the rising demand for automation, as businesses aim to streamline operations, boost efficiency, and minimize human error using advanced technologies such as artificial intelligence, machine learning, and robotics. Online hobby classes for kids support digitalization by leveraging digital platforms to provide accessible, flexible, and engaging learning experiences, fostering technological skills and encouraging online participation. For example, in October 2024, a survey by the European Investment Bank, a Luxembourg-based institution, found that 74% of EU businesses used digital technologies in 2024, representing a 4% increase from the previous year. Thus, the rising digitalization is propelling the growth of the online hobby classes for kids market.
Leading companies in the online hobby classes for kids market are focusing on technological innovations such as live, project-based online summer camps to address the growing demand for interactive, skill-focused, and interest-driven extracurricular learning. A live, project-based online summer camp utilizes real-time video sessions with small-group interaction, allowing children to actively participate, collaborate with peers worldwide, and complete creative projects - unlike traditional prerecorded lessons or in-person hobby clubs, which may limit flexibility and engagement. For example, in June 2025, Outschool Inc., a US-based ed-tech company, launched the Outschool and Sora Summer Camps, a live online camp series for children aged 10-14. The program provides multiple weeks of live classes in subjects such as game design, digital art, creative writing, and Pokémon character creation, enabling hands-on project work, peer collaboration, and interaction with global instructors. These camps offer children engaging, skill-building experiences that can be accessed from home, enhancing creative learning and expanding hobby opportunities beyond conventional offline classes.
In November 2023, DaySmart Software, Inc., a U.S.-based software development company, acquired Sawyer Inc. for an undisclosed amount. Through this acquisition, DaySmart seeks to broaden its presence in the children’s extracurricular education sector by incorporating Sawyer’s scheduling and payment solutions for kids’ activities. This move will strengthen DaySmart’s offerings for K-12 programs. Sawyer Inc., based in the U.S., provides online hobby classes designed for children’s extracurricular education.
Major companies operating in the online hobby classes for kids market are Stride Inc. (K12), Udemy Inc., Age of Learning Inc., Khan Academy, Outschool Inc., FutureLearn Limited, KidPass Inc., Neuron Fuel Inc., QiDZ FZ LLC, Tinkergarten Inc., DIY Co., Creativebug LLC, Spark Studio, Hobspace, CodeWizardsHQ Inc., Age of Learning Inc., Art for Kids Hub LLC, Primer Inc., KidzToPros Inc., Skillshare Inc.
North America was the largest region in the online hobby classes for kids market in 2025. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the online hobby classes for kids market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the online hobby classes for kids market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The online hobby classes for kids market consists of revenues earned by entities by providing services such as language learning classes, sports and fitness classes, coding and programming classes, mindfulness and meditation. The market value includes the value of related goods sold by the service provider or included within the service offering. The online hobby classes for kids market also includes sales of virtual tools or subscriptions, DIY kits, e-books and digital materials, and learning kits. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
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Table of Contents
Executive Summary
Online Hobby Classes for Kids Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses online hobby classes for kids market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for online hobby classes for kids? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The online hobby classes for kids market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
- The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
- The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
- The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
- The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
- Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Report Scope
Markets Covered:
1) By Type: Art and Craft; Music; Dance; Coding; Cooking; Other Types2) By Age Group: Preschoolers (Ages 3 5); Early Elementary (Ages 6 8); Middle Childhood (Ages 9 12); Teenagers (Ages 13 17)
3) By Skill Level: Beginner; Intermediate; Advanced
4) By Subscription Model: Monthly; Quarterly; Annually
5) By Learning Preference: Synchronous Learning (Live Classes); Asynchronous Learning (Pre Recorded Classes); Hybrid Learning (Combination of Live and Recorded)
Subsegments:
1) By Art and Craft: Drawing; Painting; Origami; Clay Modeling; DIY (Do-It-Yourself) Crafts; Calligraphy2) By Music: Vocal Training; Instrumental; Music Theory; Digital Music Production; Choir or Group Singing
3) By Dance: Ballet; Hip-Hop; Contemporary; Classical; Jazz; Zumba
4) By Coding: Block-Based Coding; Game Development; Web Development; App Development; Robotics Programming; Python or Java Programming Basics
5) By Cooking: Baking; Healthy Snacks; No-Flame Cooking; International Cuisine; Festive Recipes; Kitchen Safety and Hygiene
6) By Other Types: Language Learning; Photography; Chess; Yoga and Mindfulness; Creative Writing; Magic Tricks
Companies Mentioned: Age of Learning Inc.; Outschool Inc.; Khan Academy; KidPass Inc.; Tinkergarten Inc.; DIY; Creativebug LLC; Art for Kids Hub LLC; CodeWizardsHQ Inc.; KidzToPros Inc.; Primer Inc.; Neuron Fuel Inc.; QiDZ FZ LLC; Hobspace; Spark Studio; Brainlox; Camp K12; Codingal; Little Passports; Skill Samurai
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: Word, PDF or Interactive Report + Excel Dashboard
Added Benefits:
- Bi-Annual Data Update
- Customisation
- Expert Consultant Support
Companies Mentioned
The companies featured in this Online Hobby Classes for Kids market report include:- Age of Learning Inc.
- Outschool Inc.
- Khan Academy
- KidPass Inc.
- Tinkergarten Inc.
- DIY
- Creativebug LLC
- Art for Kids Hub LLC
- CodeWizardsHQ Inc.
- KidzToPros Inc.
- Primer Inc.
- Neuron Fuel Inc.
- QiDZ FZ LLC
- Hobspace
- Spark Studio
- Brainlox
- Camp K12
- Codingal
- Little Passports
- Skill Samurai
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 2.87 Billion |
| Forecasted Market Value ( USD | $ 4.96 Billion |
| Compound Annual Growth Rate | 14.7% |
| Regions Covered | Global |
| No. of Companies Mentioned | 21 |


