The global Online Coding for Kids market size was exhibited at USD 2.9 billion in 2022 and is projected to hit around USD 11.63 billion by 2032, growing at a CAGR of 14.9% during the forecast period 2023 to 2032.
Increase in Global Demand for Learning Concepts Regarding Data
The rising demand for code learning techniques among kids about the ideas of numbers & strings, loops, conditional statements, etc., is anticipated to enhance the growth of the online coding for kids market. In the current scenario, all educational sectors are struggling to manage the huge amount of records in their libraries or stores; hence, the online learning method is highly beneficial to all educational sectors and also children.
The major advantage of the online coding technique is that it helps kids develop basic problem-solving skills so they can tackle school subjects such as statistics, geometry, and physics with greater ease. Thus, it makes the learning sessions extra interactive and thrilling for kids. Moreover, online coding permits students to memorize their statistical subjects for an extended duration of time, which is likely to result in increasing demand for online coding for kids in the near future.
The online coding for kids market continued to grow through the COVID-19 pandemic. COVID-19 is expected to boost the adoption of online coding platforms by end users during the forecast period. Thus, increase in investment on digitalization by end-users due to COVID-19 is expected to fuel the online coding for kids market during the forecast period.
In the current scenario, COVID-19 has forced schools to shut down. Thus, end users are turning to alternate solutions such as distance, online, or remote learning to continue to provide education to students. Students are able to continue their education by using online education solutions. Hence, end users are having a fairly positive impact on the online coding for kids market, owing to an increase in the demand for these platforms worldwide. This is projected to increase spending on online coding for kids across the globe.
Online Coding for Kids Market Report Scope
Report Coverage |
Details |
Market Size in 2023 |
USD 3.33 Billion |
Market Size by 2032 |
USD 11.63 Billion |
Growth Rate from 2023 to 2032 |
CAGR of 14.9% |
Base year |
2022 |
Forecast period |
2023 to 2032 |
Segments covered |
Coding Type, End User |
Regional scope |
North America; Europe; Asia Pacific; Central and South America; the Middle East and Africa |
Key companies profiled |
Camp K12 (K 12 Innovations Private Limited), CodaKid, Code.org, CodeCombat Inc., Codevidhya India (P) Ltd., Coding Dojo, Inc., Coding Zen, EduCode Academy, edX Inc., General Assembly, Kodable, Logiscool Ltd., MindChamp Teaching Solutions LLP, Neuron Fuel, Inc. (Tynker), Shaw Academy, Pvt. Ltd., Springboard, THINKFUL, Udacity, Inc., Udemy, Inc., WhiteHat Education Technology Pvt. Ltd LLP |
Rising Awareness among Kids about Learning Programming Languages
Increased awareness among kids about learning programming languages will fuel the growth of the online coding for kids market. Computer programming teaches kids critical skills such as innovative thinking and problem solving, which, in turn, drives the growth of the online coding for kids market.
Moreover, programming skills help kids to understand computer systems and builds a child's career, which is anticipated to fuel the growth of the online coding for kids market
Universities, businesses, and individuals connect via the Internet and computing speed to use high-level programming languages. These became widespread on open source platforms; online tutorials allow many people to learn and develop coding languages.
Increased investments by governments in developed and developing countries to set up academies that can offer programming classes for kids and coding games are likely to drive the growth of the online coding for kids market during the forecast period
High Demand for Web-based Apps to Spread Awareness about Coronavirus
The ed-tech sector is growing at a rapid pace worldwide. Due to COVID-19 lockdown and work from home measures, children are being encouraged to learn coding online. Companies in the online coding for kids market are taking advantage of this opportunity and taking cues from the MIT App Inventor Challenge that allows children to develop apps that help to spread awareness about controlling coronavirus.
There is a demand for web-based and visual programming environment apps meant for smartphones and tablets that provide moral support to people amid the ongoing pandemic. Companies in the online coding for kids market are increasing their marketing and advertising investments to encourage kids for online app development coaching and programming.
Inaccessibility to High Streaming Quality, Distractions Can Affect Learning Capabilities
The online coding for kids market is projected to expand at a CAGR of 14.9% during the forecast period. However, inaccessibility to high streaming quality and distractions at home can become hurdles for online learning. Hence, many platforms are developing curriculum that focuses on teamwork, which encourages interaction among children and improves their learning capabilities.
Educators in the online coding for kids market are emphasizing on the importance of investing in high-quality computers, webcams, and Internet connections as a collateral to improve learning capabilities of children. On the other hand, the huge variety of online coding classes is providing many options to parents and their children to choose teachers that provide coaching.
Online Coding Classes, Free Resources Available for Kids’ Coaching
Even though North America is predicted to dictate the highest revenue share among all regions in the online coding for kids market, this market in Asia Pacific is projected to expand at an exponential rate in terms of growth rate. Online coding classes are growing popular in India, whereas the high availability of free online resources in the U.S. is influencing growth in the online coding for kids market.
Free resources such as CodeKarts, CodeSpark Academy, and Scratch Jr. are being publicized for helping children learn coding. Parents are gaining awareness about different coding languages and the right age to learn coding in order to start with directional coding activities, which make use of symbols to illustrate the basics of coding.
Coding Games Enable Children in India to Design Own Games
The burgeoning growth of the education apps in India has led to the popularity of online coding platforms such as the KODA coding game, Coursera, and Udemy, among others. Companies in the India online coding for kids market are increasing R&D to innovate in coding games that help children to design their own games through coding. These coding games are enabling children to acquire coding skills and facilitate learning of STEM (Science, Technology, Engineering and Math).
The coding curriculum in India is being designed to align with the syllabus of CBSE, ICSE, and IGCSE boards, among others, in multiple languages. Stakeholders are taking help of digital classrooms and schools adapting to hands-on labs to expand their learning platforms.
Online Coding for Kids Market: Key Developments
Key providers of online coding for kids, such as Camp K12 (K 12 Innovations Private Limited), Shaw Academy, Pvt. Ltd, General Assembly, WhiteHat Education Technology Pvt. Ltd, and Udemy, Inc. Ltd are focusing on the development of cost-effective online coding education platforms for kids to augment the online coding for kids market. Additionally, players active in providing online coding education for kids are focusing on inorganic growth strategies such as strategic collaborations and merger & acquisition activities with technology partners to improve their offerings and market reach. Some other key developments in the global online coding for kids market are highlighted below:
In June 2021, California Technology Council (CTC) entered into a partnership with CodeMonkey Studios Inc. to support and expand tech participants in new opportunities for learning coding in a fun and educational game- based way
In March 2021, Code.org in partnership with Cisco is helping expand computer science education in Latin America and translate & simplify the syllabus in regional languages such as Indonesian, Russian, and Chinese, and provide the prototype in offline mode so every student can access the content without an internet connection
In April 2021, Esports Camps, a subsidiary of US Sports Camps, announced a partnership with Codeverse in 2021. Through this partnership, the US Sports Camps organizes a summer camp at the national level for children and teaches them to code to cultivate brainstorming and creative thinking.
In February 2020, CodeWizardsHQ, an online coding academy for kids aged 8-18 signed an innovative partnership with ChickTech, a U.S.-based non-profit organization to introduce the digital world to women and drive the excitement in young girls to learn programming to increase accessibility to the technology industry
In the global online coding for kids market report, we have discussed individual strategies, followed by company profiles of providers of online coding for kids. The ‘Competition Landscape’ section has been included in the report to provide readers with a dashboard view and company market share analysis of key players operating in the global online coding for kids market.
Some of the prominent players in the Online Coding for Kids Market include:
Segments Covered in the Report
This report forecasts revenue growth at global, regional, and country levels and provides an analysis of the latest industry trends in each of the sub-segments from 2018 to 2032. For this study, Nova one advisor, Inc. has segmented the global Online Coding for Kids market.
By Coding Type
By End User
By Region
Chapter 1. Introduction
1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
Chapter 2. Research Methodology
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
Chapter 3. Executive Summary
3.1. Market Snapshot
Chapter 4. Market Variables and Scope
4.1. Introduction
4.2. Market Classification and Scope
4.3. Industry Value Chain Analysis
4.3.1. Raw Material Procurement Analysis
4.3.2. Sales and Distribution Channel Analysis
4.3.3. Downstream Buyer Analysis
Chapter 5. Market Dynamics Analysis and Trends
5.1. Market Dynamics
5.1.1. Market Drivers
5.1.2. Market Restraints
5.1.3. Market Opportunities
5.2. Porter’s Five Forces Analysis
5.2.1. Bargaining power of suppliers
5.2.2. Bargaining power of buyers
5.2.3. Threat of substitute
5.2.4. Threat of new entrants
5.2.5. Degree of competition
Chapter 6. Competitive Landscape
6.1.1. Company Market Share/Positioning Analysis
6.1.2. Key Strategies Adopted by Players
6.1.3. Vendor Landscape
6.1.3.1. List of Suppliers
6.1.3.2. List of Buyers
Chapter 7. Global Online Coding for Kids Market, By Coding Type
7.1. Online Coding for Kids Market, by Coding Type, 2023-2030
7.1.1. Coding App
7.1.1.1. Market Revenue and Forecast (2020-2030)
7.1.2. Coding Websites
7.1.2.1. Market Revenue and Forecast (2020-2030)
Chapter 8. Global Online Coding for Kids Market, By End User
8.1. Online Coding for Kids Market, by End User, 2023-2030
8.1.1. Elementary School
8.1.1.1. Market Revenue and Forecast (2020-2030)
8.1.2. Middle School
8.1.2.1. Market Revenue and Forecast (2020-2030)
8.1.3. High School
8.1.3.1. Market Revenue and Forecast (2020-2030)
Chapter 9. Global Online Coding for Kids Market, Regional Estimates and Trend Forecast
9.1. North America
9.1.1. Market Revenue and Forecast, by Coding Type (2020-2030)
9.1.2. Market Revenue and Forecast, by End User (2020-2030)
9.1.3. U.S.
9.1.3.1. Market Revenue and Forecast, by Coding Type (2020-2030)
9.1.3.2. Market Revenue and Forecast, by End User (2020-2030)
9.1.4. Rest of North America
9.1.4.1. Market Revenue and Forecast, by Coding Type (2020-2030)
9.1.4.2. Market Revenue and Forecast, by End User (2020-2030)
9.2. Europe
9.2.1. Market Revenue and Forecast, by Coding Type (2020-2030)
9.2.2. Market Revenue and Forecast, by End User (2020-2030)
9.2.3. UK
9.2.3.1. Market Revenue and Forecast, by Coding Type (2020-2030)
9.2.3.2. Market Revenue and Forecast, by End User (2020-2030)
9.2.4. Germany
9.2.4.1. Market Revenue and Forecast, by Coding Type (2020-2030)
9.2.4.2. Market Revenue and Forecast, by End User (2020-2030)
9.2.5. France
9.2.5.1. Market Revenue and Forecast, by Coding Type (2020-2030)
9.2.5.2. Market Revenue and Forecast, by End User (2020-2030)
9.2.6. Rest of Europe
9.2.6.1. Market Revenue and Forecast, by Coding Type (2020-2030)
9.2.6.2. Market Revenue and Forecast, by End User (2020-2030)
9.3. APAC
9.3.1. Market Revenue and Forecast, by Coding Type (2020-2030)
9.3.2. Market Revenue and Forecast, by End User (2020-2030)
9.3.3. India
9.3.3.1. Market Revenue and Forecast, by Coding Type (2020-2030)
9.3.3.2. Market Revenue and Forecast, by End User (2020-2030)
9.3.4. China
9.3.4.1. Market Revenue and Forecast, by Coding Type (2020-2030)
9.3.4.2. Market Revenue and Forecast, by End User (2020-2030)
9.3.5. Japan
9.3.5.1. Market Revenue and Forecast, by Coding Type (2020-2030)
9.3.5.2. Market Revenue and Forecast, by End User (2020-2030)
9.3.6. Rest of APAC
9.3.6.1. Market Revenue and Forecast, by Coding Type (2020-2030)
9.3.6.2. Market Revenue and Forecast, by End User (2020-2030)
9.4. MEA
9.4.1. Market Revenue and Forecast, by Coding Type (2020-2030)
9.4.2. Market Revenue and Forecast, by End User (2020-2030)
9.4.3. GCC
9.4.3.1. Market Revenue and Forecast, by Coding Type (2020-2030)
9.4.3.2. Market Revenue and Forecast, by End User (2020-2030)
9.4.4. North Africa
9.4.4.1. Market Revenue and Forecast, by Coding Type (2020-2030)
9.4.4.2. Market Revenue and Forecast, by End User (2020-2030)
9.4.5. South Africa
9.4.5.1. Market Revenue and Forecast, by Coding Type (2020-2030)
9.4.5.2. Market Revenue and Forecast, by End User (2020-2030)
9.4.6. Rest of MEA
9.4.6.1. Market Revenue and Forecast, by Coding Type (2020-2030)
9.4.6.2. Market Revenue and Forecast, by End User (2020-2030)
9.5. Latin America
9.5.1. Market Revenue and Forecast, by Coding Type (2020-2030)
9.5.2. Market Revenue and Forecast, by End User (2020-2030)
9.5.3. Brazil
9.5.3.1. Market Revenue and Forecast, by Coding Type (2020-2030)
9.5.3.2. Market Revenue and Forecast, by End User (2020-2030)
9.5.4. Rest of LATAM
9.5.4.1. Market Revenue and Forecast, by Coding Type (2020-2030)
9.5.4.2. Market Revenue and Forecast, by End User (2020-2030)
Chapter 10. Company Profiles
10.1. CodaKid
10.1.1. Company Overview
10.1.2. Product Offerings
10.1.3. Financial Performance
10.1.4. Recent Initiatives
10.2. Code.org, Inc.
10.2.1. Company Overview
10.2.2. Product Offerings
10.2.3. Financial Performance
10.2.4. Recent Initiatives
10.3. CodeCombat Inc.
10.3.1. Company Overview
10.3.2. Product Offerings
10.3.3. Financial Performance
10.3.4. Recent Initiatives
10.4. Codevidhya India (P) Ltd.
10.4.1. Company Overview
10.4.2. Product Offerings
10.4.3. Financial Performance
10.4.4. Recent Initiatives
10.5. Coding Dojo, Inc.
10.5.1. Company Overview
10.5.2. Product Offerings
10.5.3. Financial Performance
10.5.4. Recent Initiatives
10.6. Coding Zen
10.6.1. Company Overview
10.6.2. Product Offerings
10.6.3. Financial Performance
10.6.4. Recent Initiatives
10.7. General Assembly
10.7.1. Company Overview
10.7.2. Product Offerings
10.7.3. Financial Performance
10.7.4. Recent Initiatives
10.8. Kodable
10.8.1. Company Overview
10.8.2. Product Offerings
10.8.3. Financial Performance
10.8.4. Recent Initiatives
10.9. Logiscool Ltd.
10.9.1. Company Overview
10.9.2. Product Offerings
10.9.3. Financial Performance
10.9.4. Recent Initiatives
10.10. MindChamp Teaching Solutions LLP
10.10.1. Company Overview
10.10.2. Product Offerings
10.10.3. Financial Performance
10.10.4. Recent Initiatives
Chapter 11. Research Methodology
11.1. Primary Research
11.2. Secondary Research
11.3. Assumptions
Chapter 12. Appendix
12.1. About Us
12.2. Glossary of Terms