National Science Foundation

The National Science Foundation (NSF) is an independent federal agency established in 1950 and based in Alexandria, Virginia. It is dedicated to supporting research and education in science and engineering across a wide range of disciplines. The NSF provides significant non-dilutive funding, up to $1.5 million, to startups and small businesses through its America's Seed Fund initiative, which is part of the Small Business Innovation Research (SBIR) program mandated by Congress. With an operating budget of approximately $7.8 billion, the NSF is committed to advancing fundamental research and education, thus fostering innovation and technological development in the United States.

James Donlon

Program Director

Debasis Majumdar

Program Director

Graciela Narcho

Staff Associate

Sethuraman Panchanathan

Director

Past deals in Gaming

CyberSpara

Grant in 2022
CyberSpara is a cybersecurity company focused on educating individuals and enterprises about online privacy and security vulnerabilities. Through a simulation-based educational model that incorporates gamification principles, it aims to enhance awareness of common risks associated with social media platforms. The company's Digital-PASS is designed to empower users to effectively mitigate security threats encountered on the Internet. Additionally, CyberSpara provides a platform that assists organizations in identifying vulnerabilities, safeguarding sensitive data from cyberattacks, and facilitating the migration to secure cloud environments. By offering these services, CyberSpara enables both individuals and businesses to prevent cyber threats efficiently and enhance their overall security posture.

Xogo

Grant in 2022
Xogo is a hardware and software platform aimed at empowering individuals, particularly those with disabilities, to effectively engage with technology. It provides a versatile solution by enabling connections between a wide variety of devices, including standard USB, Bluetooth, WiFi, and 3.5mm jack inputs. This compatibility allows users to integrate and control diverse technologies, such as cable boxes, smart home devices, and video game consoles, according to their specific needs and preferences. By addressing issues of device incompatibility and usability, Xogo helps users to maximize the functionality of their technology, fostering a more inclusive and user-friendly experience.

Pangea Chat

Grant in 2022
Pangea Chat is a developer of a language learning platform that utilizes game design principles and advances in natural language processing to deliver personalized training within conversational contexts. The platform employs an AI-driven system that monitors users' vocabulary growth and tracks their progress across various content areas. By allowing users to engage in conversations while learning, Pangea Chat aims to enhance the language acquisition experience, making it more interactive and effective.

Explore Interactive

Grant in 2021
At Explore Interactive we democratize access to and improve educational outcomes in STEM, through immersive, educational games anywhere, anytime and at a great price. Their first product, coming soon, will bring together the delight of tabletop card games and the immersion of our augmented reality technology to build excitement for and expertise in the world of STEM. Explore! brings inquiry-based learning to the world of augmented reality through educational games. Their experiences engage Explorers through a visual, auditory and tactile learning environment to progress through standards-based curricula. Whether a tinkerer, competitor, or social player, Explore! has something for everyone!

Immergo

Grant in 2021
Immergo Labs specializes in developing advanced extended reality (XR) platforms aimed at enhancing physical rehabilitation. The company integrates biomechanics algorithms, artificial intelligence, and gamification to create personalized rehabilitation experiences that improve recovery outcomes and the overall quality of life for patients. Immergo Labs has recently received significant funding, including a substantial grant and startup investments, to further its mission. Its telehealth platform allows therapists to deliver remote physical rehabilitation with improved accessibility and accuracy. By utilizing an all-in-one therapy clinic and exercise resources through a headset, Immergo Labs effectively reduces overhead costs and increases patient throughput. This innovative approach empowers physical therapists to provide care remotely, overcoming traditional limitations in rehabilitation practices.

RalphVR

Grant in 2021
RalphVR Inc. is a video game company based in Lexington, Kentucky, founded in 2015 by Ralph and Richard Hoagland. The company specializes in virtual reality games, with its flagship product, Daydream Blue, designed for platforms such as Samsung Gear VR, Oculus Rift, and Google Daydream. Daydream Blue immerses players in a vibrant virtual world where they can explore, engage in mini-games, craft items, and unlock additional content through extended gameplay. The game is characterized by its distinctive low-poly art style, intuitive controls, and an engaging soundscape, providing an immersive gaming experience. RalphVR is currently developing a new game, which is set to be announced soon.

EcoSystemOne

Grant in 2021
EcoSystemOne operates an eLearning platform that allows users to collaboratively create stories, games, and quests to explore various subjects. This platform facilitates the sharing of content across virtual reality, augmented reality, and mobile devices. By harnessing storytelling and game-based learning, EcoSystemOne enhances user engagement and fosters creativity, ultimately improving knowledge retention. The platform serves both corporate and educational institutions, providing them with tools to design immersive classes and training programs using customizable lesson scenarios and training templates.

Verboso

Grant in 2021
Verboso specializes in developing a speech therapy platform that incorporates video games powered by artificial intelligence to create an engaging and enjoyable experience for users. The platform utilizes AI to deliver real-time, non-binary assessments of speech therapy exercises, allowing users to interact with the games while simultaneously tracking their progress and compliance. This innovative approach enables parents to actively participate in their children's speech therapy sessions, making the process more appealing and effective. Through the integration of gamification and data-driven insights, Verboso aims to enhance the overall experience of speech therapy for children.

Prisms VR

Grant in 2021
Prisms VR is a STEM education platform based in San Francisco, California, founded by Anurupa Ganguly. The company specializes in creating immersive educational experiences using virtual reality technology. Its software features modules designed to provide realistic 3D environments that facilitate problem-solving and enhance understanding of complex concepts. These modules support content remediation and reinforce lessons learned in class, making them valuable for both in-person and remote learning settings. The platform aims to assist teachers and parents in teaching and fostering spatial thinking skills in students, ultimately enriching the educational experience.

NeuroTrainer

Grant in 2021
NeuroTrainer is a developer of cognitive training technology that enhances mental performance for athletes, students, and high-performance professionals. By combining neuroscience with virtual reality, the company offers specialized training modules and a comprehensive cognitive assessment system designed to improve mental acuity. Its software facilitates brain growth through automated tests and exercises, helping users optimize their performance and manage injuries. Recognized by NCAA coaches, the Department of Defense, and corporate wellness experts, NeuroTrainer aims to unlock the potential of the human brain and enhance overall performance in various fields. With recent seed funding, the company is positioned for growth in the athletic, corporate wellness, and digital health sectors.

Not Suspicious

Grant in 2021
Not Suspicious is a virtual reality research and development studio that develops virtual reality, education, and entertainment games. The company's headquarters are in Orlando, Florida.

NeuroTrainer

Grant in 2020
NeuroTrainer is a developer of cognitive training technology that enhances mental performance for athletes, students, and high-performance professionals. By combining neuroscience with virtual reality, the company offers specialized training modules and a comprehensive cognitive assessment system designed to improve mental acuity. Its software facilitates brain growth through automated tests and exercises, helping users optimize their performance and manage injuries. Recognized by NCAA coaches, the Department of Defense, and corporate wellness experts, NeuroTrainer aims to unlock the potential of the human brain and enhance overall performance in various fields. With recent seed funding, the company is positioned for growth in the athletic, corporate wellness, and digital health sectors.

Prisms VR

Grant in 2020
Prisms VR is a STEM education platform based in San Francisco, California, founded by Anurupa Ganguly. The company specializes in creating immersive educational experiences using virtual reality technology. Its software features modules designed to provide realistic 3D environments that facilitate problem-solving and enhance understanding of complex concepts. These modules support content remediation and reinforce lessons learned in class, making them valuable for both in-person and remote learning settings. The platform aims to assist teachers and parents in teaching and fostering spatial thinking skills in students, ultimately enriching the educational experience.

7 Generation Games

Grant in 2020
7 Generation Games, Inc. is an educational game developer based in Santa Monica, California, focused on creating interactive learning tools for schools and districts. The company specializes in games that teach essential math concepts such as multiplication, division, geometry, probability, and fractions, while also integrating resources on Native American culture. In addition to its educational games, 7 Generation Games offers supplemental materials for educators, including films, presentations, and curated historical content. The company has also developed the 7 Gen Blocks platform, which allows curriculum publishers to create customized, white-label educational games efficiently, significantly reducing development time and costs. This platform streamlines the game creation process, making it more accessible for educators and curriculum developers.

Xogo

Grant in 2019
Xogo is a hardware and software platform aimed at empowering individuals, particularly those with disabilities, to effectively engage with technology. It provides a versatile solution by enabling connections between a wide variety of devices, including standard USB, Bluetooth, WiFi, and 3.5mm jack inputs. This compatibility allows users to integrate and control diverse technologies, such as cable boxes, smart home devices, and video game consoles, according to their specific needs and preferences. By addressing issues of device incompatibility and usability, Xogo helps users to maximize the functionality of their technology, fostering a more inclusive and user-friendly experience.

Muzology

Grant in 2019
Muzology makes music learning fun, engaging, and effective.

BrainLeap Technologies

Grant in 2019
BrainLeap Technologies is a software company that specializes in developing gaze-driven video games aimed at training attention skills, particularly for children with autism or ADHD. Grounded in three decades of academic research, BrainLeap's games utilize eye-tracking technology to engage users in interactive experiences that enhance focus and reduce distractibility. By measuring eye movements, the platform effectively targets various aspects of attention, leading to significant improvements in academic performance and executive function. Research conducted at UC San Diego demonstrated that participants experienced an average 30% increase in focus, a 55% enhancement in inhibitory control, and a 68% improvement in rapid attention shifts, with these findings published in the peer-reviewed journal Developmental Neurobiology. Through its innovative approach, BrainLeap seeks to provide effective tools for better attention management in children, ultimately supporting their educational outcomes.

Explore Interactive

Grant in 2019
At Explore Interactive we democratize access to and improve educational outcomes in STEM, through immersive, educational games anywhere, anytime and at a great price. Their first product, coming soon, will bring together the delight of tabletop card games and the immersion of our augmented reality technology to build excitement for and expertise in the world of STEM. Explore! brings inquiry-based learning to the world of augmented reality through educational games. Their experiences engage Explorers through a visual, auditory and tactile learning environment to progress through standards-based curricula. Whether a tinkerer, competitor, or social player, Explore! has something for everyone!

Games and Learning

Grant in 2019
Games and Learning is a digital distribution platform that expands access through web-based games. The company was founded in 2018 and is headquartered in New York.

Sober Grid

Grant in 2019
Sober Grid, Inc. is a digital health company that operates a sober social network aimed at supporting individuals in recovery from substance use disorders. Incorporated in 2015 and based in Boston, Massachusetts, the company has developed a mobile application available on both iOS and Android platforms. The app allows users to connect with others who are also navigating sobriety, fostering a community where they can share experiences and challenges. Sober Grid's platform is utilized in over 170 countries and has been accessed more than 20 million times. It integrates features such as GPS locator interfaces, direct messaging, and educational resources, while also offering certified coaching services available 24/7. The app employs a unique community-based approach to chronic disease management, utilizing predictive analytics to anticipate relapse risks and provide timely interventions. Sober Grid's commitment to improving health outcomes is supported by research collaborations with esteemed institutions like Harvard Medical School and the University of Pennsylvania, demonstrating its effectiveness in reducing relapse rates among users.

FideliumTech

Grant in 2019
FideliumTech develops an educational gaming platform that integrates gameplay with real-world utility and learning. Its flagship platform, Slackrz, employs blockchain technology and smart contracts to create a unique gaming experience that connects players with the construction and manufacturing industries. By engaging in gameplay, users can assist clients in designing construction plans while simultaneously earning money. The platform fosters creative virtual learning environments that promote collaboration among users, educational institutions, and industry professionals. Through this innovative approach, FideliumTech aims to prepare individuals for future work opportunities, blending entertainment with practical skills development.

Elephant Stem

Grant in 2019
Elephant Stem develops a video game platform to assist students in learning statistics. The company is based in Cambridge, Massachusetts.

Not Suspicious

Grant in 2019
Not Suspicious is a virtual reality research and development studio that develops virtual reality, education, and entertainment games. The company's headquarters are in Orlando, Florida.

Geopipe

Grant in 2019
Geopipe is a New York-based company founded in 2016 that utilizes machine learning to create immersive digital twins of the real world. The firm develops subscription-based software tools that analyze extensive geographic and numeric data, including satellite imagery, maps, and laser scans. By employing advanced algorithmic techniques, Geopipe reconstructs entire cities swiftly, allowing applications in gaming, simulation, architecture, and more. This innovative approach aids real estate developers in expediting their projects, ultimately saving time and costs.

Gigajot Technology

Grant in 2019
Gigajot Technology Inc. is a Pasadena, California-based company founded in 2017 by Dr. Saleh Masoodian and Dr. Jiaju Ma. The company specializes in the development of quanta image sensors (QIS) that utilize high-speed single-photon detection to enhance image capture capabilities for both consumers and professionals. Gigajot Technology offers image processing services across various sectors, including scientific imaging, medical imaging, space imaging, security and defense, low-light photography and videography, computational imaging, automotive sensing, and 3D sensing. By focusing on advanced imaging technologies, Gigajot aims to create innovative solutions that address diverse imaging needs.

INFINI D Learning

Grant in 2019
Infini-D Learning gives pupils the chance to creatively put what they learn in the classroom into practice. Each student's understanding of classroom material is tested in several subject areas with creative technical and social skill training through game-like simulation modules, compelling team assignments, and immersive surroundings. When a teacher uses it, they have access to an application that keeps them involved in the learning process, gives them the ability to teach their lessons, and brings the subject matter to life in a way that has never been possible before.

Immersed Games

Grant in 2019
Immersed Games, Inc. is a video game development company established in 2013 and headquartered in Gainesville, Florida. The company focuses on creating engaging educational experiences for young people, particularly in the STEM fields. Its flagship product, Tyto Online, is an experiential learning game designed to help middle school students develop essential skills through interactive problem-solving. Players tackle real-world challenges, such as collaborating with a botanist to enhance crop production or investigating ecological mysteries in the Amazon Rainforest. Immersed Games aims to address the skills gap that many youth face as they prepare for the workforce, particularly among underrepresented groups. By fostering meaningful representation and showcasing the social impact of STEM careers, the company seeks to inspire students to maintain their interest in science and technology during a critical phase of their education.

Filament Games

Grant in 2019
Filament Games is a digital studio focused on the development of educational video games. The company creates award-winning digital learning games that aim to make education engaging and effective. Filament specializes in designing gameplay mechanics that accurately represent educational content, allowing players to acquire real-world knowledge through interactive play. One of their notable projects is RoboCo, a virtual robotics sandbox that facilitates fun and accessible engineering education. By blending entertainment with learning, Filament Games enhances the educational experience for players of all ages.

Hats & Ladders

Grant in 2019
We started Hats & Ladders in 2015 to help reimagine career education. Building off twenty years of developing award-winning educational games and interactive experiences, we created a mobile platform designed to motivate youth to explore, experiment with, and prepare for a wide range of career pathways. Instead of trying to “match” individuals to a single career or cluster, we want to empower youth as career thinkers, capable of making their own connections between who they are, who they want to be, and how to get there.

Chef Koochooloo

Pre Seed Round in 2019
Chef Koochooloo is an educational company that offers a unique platform combining cooking with learning to teach children essential skills in math, science, and global awareness. The program integrates culinary activities with academic lessons, allowing students to explore different cultures through cooking while aligning with various educational standards, including Common Core and NGSS. Chef Koochooloo features a range of products, such as a TV show, a kid-friendly cookbook, and an interactive app that guides students through recipes while reinforcing relevant concepts in math, geography, and science tailored to their grade levels. The company’s mission focuses on engaging kids and educators in healthy, collaborative cooking experiences enriched with STEAM (Science, Technology, Engineering, Arts, and Mathematics) principles. With a team of nutritionists, chefs, curriculum specialists, and game designers, Chef Koochooloo aims to provide adaptable educational enrichment programs for the classroom and beyond.

Hats & Ladders

Grant in 2019
We started Hats & Ladders in 2015 to help reimagine career education. Building off twenty years of developing award-winning educational games and interactive experiences, we created a mobile platform designed to motivate youth to explore, experiment with, and prepare for a wide range of career pathways. Instead of trying to “match” individuals to a single career or cluster, we want to empower youth as career thinkers, capable of making their own connections between who they are, who they want to be, and how to get there.

Hats & Ladders

Grant in 2019
We started Hats & Ladders in 2015 to help reimagine career education. Building off twenty years of developing award-winning educational games and interactive experiences, we created a mobile platform designed to motivate youth to explore, experiment with, and prepare for a wide range of career pathways. Instead of trying to “match” individuals to a single career or cluster, we want to empower youth as career thinkers, capable of making their own connections between who they are, who they want to be, and how to get there.

Centervention

Grant in 2019
Centervention specializes in developing game-based online programs aimed at enhancing social and emotional skills for elementary and middle school students. These interactive games not only engage students but also automatically collect data, allowing educators to monitor individual progress effectively. The programs include supplemental lessons that reinforce the learning experience, catering to the unique needs of each student. Centervention also features an intelligent social tutoring system that assesses behavioral readiness, creating personalized avatars for children. These avatars guide students through a series of simulated social scenarios, enabling them to practice and improve their social and emotional competencies in a fun and effective manner.

NeuroTrainer

Grant in 2019
NeuroTrainer is a developer of cognitive training technology that enhances mental performance for athletes, students, and high-performance professionals. By combining neuroscience with virtual reality, the company offers specialized training modules and a comprehensive cognitive assessment system designed to improve mental acuity. Its software facilitates brain growth through automated tests and exercises, helping users optimize their performance and manage injuries. Recognized by NCAA coaches, the Department of Defense, and corporate wellness experts, NeuroTrainer aims to unlock the potential of the human brain and enhance overall performance in various fields. With recent seed funding, the company is positioned for growth in the athletic, corporate wellness, and digital health sectors.

Curio Interactive

Grant in 2018
Curio Interactive provides a variety of engaging online STEAM-based learning activities. The company is based in Seattle, Washington.

ThoughtStem

Grant in 2018
ThoughtSTEM is an e-learning institute based in San Diego, California, that focuses on providing computer science education and coding programs for children under the age of 12. Founded in 2012 by Stephen Foster, Ph.D., Dr. Sarah Esper, and Lindsey Handley, the organization utilizes a project-based curriculum that integrates various technologies, including Scratch, Arduino, Minecraft, and App Inventor, to engage young learners in coding. In addition to online coding clubs, ThoughtSTEM also offers summer camps that encourage children to think creatively and develop their problem-solving skills through technology-aided tools. The company's approach combines education and play, making learning to code an enjoyable experience for children.

eGrove Education

Grant in 2018
eGrove Education is a software company focused on enhancing spatial visualization skills through its application, Spatial Vis. This educational tool is designed to support students in Engineering, Career and Technical Education (CTE), and other disciplines by providing online lessons in freehand sketching, 2D rotation, 3D drawing, orthographic views, tetrominoes, and flat patterns. The software features an automatic grading system, personalized feedback, an incentive system based on stars, animated hints, and a teacher interface, allowing students to engage with the material independently and improve their academic performance. By promoting these essential skills, eGrove Education aims to positively impact students' GPAs and graduation rates.

Parametric Studio

Grant in 2018
Parametric Studio is an Ed-Tech company specializing in engineering-centric, project based STEM software. We are a team of industry leaders, engineers, educators, artists, gamers, and makers that believe in the importance of STEM education. We believe in the power of gaming, engineering design, and project-based learning to catalyze STEM education and encourage the next generation of scientists, engineers, entrepreneurs, and leaders. Parametric Studio combines real tools with approachable interfaces, gaming, educational content, and hands on prototyping to create novel STEM solutions for the classroom, camps, or for home.

BrainLeap Technologies

Grant in 2018
BrainLeap Technologies is a software company that specializes in developing gaze-driven video games aimed at training attention skills, particularly for children with autism or ADHD. Grounded in three decades of academic research, BrainLeap's games utilize eye-tracking technology to engage users in interactive experiences that enhance focus and reduce distractibility. By measuring eye movements, the platform effectively targets various aspects of attention, leading to significant improvements in academic performance and executive function. Research conducted at UC San Diego demonstrated that participants experienced an average 30% increase in focus, a 55% enhancement in inhibitory control, and a 68% improvement in rapid attention shifts, with these findings published in the peer-reviewed journal Developmental Neurobiology. Through its innovative approach, BrainLeap seeks to provide effective tools for better attention management in children, ultimately supporting their educational outcomes.

Muzology

Grant in 2018
Muzology makes music learning fun, engaging, and effective.

Joulez

Grant in 2017
Joulez is focused on redefining STEM engagement for girls by creating educational products that inspire and empower them. The company designs innovative kits that allow tween girls to build and personalize fashionable, programmable, and connected room décor, thereby enhancing their skills in science, technology, engineering, and mathematics. Through extensive user testing, Joulez ensures that its offerings resonate with both girls and their parents, effectively addressing the gap in the traditionally boy-centric STEM toy market. Each kit not only fosters creativity and personal expression but also provides access to engaging online content, equipping girls with the knowledge and confidence needed for future innovations and careers in technology.

Hats & Ladders

Grant in 2017
We started Hats & Ladders in 2015 to help reimagine career education. Building off twenty years of developing award-winning educational games and interactive experiences, we created a mobile platform designed to motivate youth to explore, experiment with, and prepare for a wide range of career pathways. Instead of trying to “match” individuals to a single career or cluster, we want to empower youth as career thinkers, capable of making their own connections between who they are, who they want to be, and how to get there.

Gigajot Technology

Grant in 2017
Gigajot Technology Inc. is a Pasadena, California-based company founded in 2017 by Dr. Saleh Masoodian and Dr. Jiaju Ma. The company specializes in the development of quanta image sensors (QIS) that utilize high-speed single-photon detection to enhance image capture capabilities for both consumers and professionals. Gigajot Technology offers image processing services across various sectors, including scientific imaging, medical imaging, space imaging, security and defense, low-light photography and videography, computational imaging, automotive sensing, and 3D sensing. By focusing on advanced imaging technologies, Gigajot aims to create innovative solutions that address diverse imaging needs.

RoundEd Learning

Grant in 2017
Algebra, typically introduced during middle school, is a difficult subject to grasp. It involves a transition from arithmetic processing, which students have come to expect of math classes, to more abstract thinking and symbol processing. Many students find the transition from arithmetic to algebra difficult and get turned off the subject as a result. Our goal is to take a genre of games that teenagers find appealing and adapt it to create a fun and engaging learning experience for a subject that they find hard and boring. ProblemScape is an RPG, that creates an engaging learning environment for Algebra, with a combination of applications, guided practice, and innovative components that promote deeper understanding of concepts. It is set in the virtual world of Arithma inhabited by Arithmen who can’t do any math. The student not only helps the Arithmen do their problems but also teaches them to solve some of them by themselves. The design is guided by Common Core standards.

Triseum

Grant in 2017
Triseum LLC, founded in 2014 and based in Bryan, Texas, specializes in creating immersive learning video games that enhance educational experiences through engagement and entertainment. The company focuses on game-based learning, targeting foundational subjects to address challenges in student engagement and course completion in high school and higher education. Among its offerings is ARTe Mecenas, a game that educates players about the interconnectedness of local and international economies during the Renaissance period in Italy. Triseum employs standard industry game development practices and learning design methodologies to develop its products, aiming to transform traditional education by providing interactive and enjoyable learning experiences.

TheBeamer

Grant in 2017
TheBeamer is an indie developer of recreational and educational video games

Neurable

Grant in 2017
Neurable Inc. is a neurotechnology company based in Cambridge, Massachusetts, founded in 2016. The company focuses on developing artificial intelligence software that translates brain activity into actionable insights, allowing users to control software and devices solely with their thoughts. Neurable's technology facilitates various applications, including gaming, operating toys, and driving vehicles, as well as enhancing experiences in virtual and augmented reality. By leveraging patented signal processing methods and a multidisciplinary approach that combines neuroscience, biology, statistics, and machine learning, Neurable aims to create high-performance brain-computer interfaces that are accessible and user-friendly.

Immersed Games

Grant in 2017
Immersed Games, Inc. is a video game development company established in 2013 and headquartered in Gainesville, Florida. The company focuses on creating engaging educational experiences for young people, particularly in the STEM fields. Its flagship product, Tyto Online, is an experiential learning game designed to help middle school students develop essential skills through interactive problem-solving. Players tackle real-world challenges, such as collaborating with a botanist to enhance crop production or investigating ecological mysteries in the Amazon Rainforest. Immersed Games aims to address the skills gap that many youth face as they prepare for the workforce, particularly among underrepresented groups. By fostering meaningful representation and showcasing the social impact of STEM careers, the company seeks to inspire students to maintain their interest in science and technology during a critical phase of their education.

Centervention

Grant in 2017
Centervention specializes in developing game-based online programs aimed at enhancing social and emotional skills for elementary and middle school students. These interactive games not only engage students but also automatically collect data, allowing educators to monitor individual progress effectively. The programs include supplemental lessons that reinforce the learning experience, catering to the unique needs of each student. Centervention also features an intelligent social tutoring system that assesses behavioral readiness, creating personalized avatars for children. These avatars guide students through a series of simulated social scenarios, enabling them to practice and improve their social and emotional competencies in a fun and effective manner.

BioStream Technologies

Grant in 2017
BioStream Technologies, LLC focuses on developing video game therapy aimed at enhancing social skills in children with autism spectrum disorder. Founded in 2015 and based in Moorestown, New Jersey, the company utilizes advanced technology to create engaging and personalized gaming experiences that adapt in real-time to each user's needs. The therapy incorporates animations, music, and interactive elements to provide a comfortable environment for children to practice social skills before applying them in real-world situations. BioStream's mission is to leverage scientific research to create innovative assessments, therapies, and educational tools that support both children with autism and the professionals working with them.

Clinc

Grant in 2017
Clinc, Inc. is an artificial intelligence company that develops software applications primarily for the banking, automotive, gaming, and healthcare sectors. Founded in 2015 and based in Ann Arbor, Michigan, Clinc offers a conversational AI platform that creates advanced virtual assistants capable of understanding and responding to human speech. The platform utilizes natural language processing, machine learning, and deep neural networks to analyze various factors such as user intent, sentiment, and context, which allows it to deliver accurate and contextually relevant responses. This technology not only enhances customer experiences but also enables enterprises to build stronger relationships with their clients by continuously learning from user interactions. Clinc's expertise in the financial and banking industries further strengthens its capabilities, allowing it to provide valuable insights and improve engagement outcomes for its customers.

Fathomd

Grant in 2017
Fathomd is an online platform that facilitates the development and distribution of educational games, primarily aimed at higher education. Founded in 2014 by Ozalp Ozer and Oleg Plakhotniuk and based in Texas, the platform provides users with tools and frameworks to create games that illustrate fundamental academic concepts. These games are designed to deliver interactive learning experiences through short, round-based interactions that can be completed within a single classroom session. By enabling students to engage with educational content in a fun and interactive manner, Fathomd offers teachers an innovative approach to enhance classroom instruction.

Geopipe

Grant in 2017
Geopipe is a New York-based company founded in 2016 that utilizes machine learning to create immersive digital twins of the real world. The firm develops subscription-based software tools that analyze extensive geographic and numeric data, including satellite imagery, maps, and laser scans. By employing advanced algorithmic techniques, Geopipe reconstructs entire cities swiftly, allowing applications in gaming, simulation, architecture, and more. This innovative approach aids real estate developers in expediting their projects, ultimately saving time and costs.

Sober Grid

Grant in 2017
Sober Grid, Inc. is a digital health company that operates a sober social network aimed at supporting individuals in recovery from substance use disorders. Incorporated in 2015 and based in Boston, Massachusetts, the company has developed a mobile application available on both iOS and Android platforms. The app allows users to connect with others who are also navigating sobriety, fostering a community where they can share experiences and challenges. Sober Grid's platform is utilized in over 170 countries and has been accessed more than 20 million times. It integrates features such as GPS locator interfaces, direct messaging, and educational resources, while also offering certified coaching services available 24/7. The app employs a unique community-based approach to chronic disease management, utilizing predictive analytics to anticipate relapse risks and provide timely interventions. Sober Grid's commitment to improving health outcomes is supported by research collaborations with esteemed institutions like Harvard Medical School and the University of Pennsylvania, demonstrating its effectiveness in reducing relapse rates among users.

posed2

Seed Round in 2017
posed2 is developing innovative, college-to-career planning and advising technologies using games and AI. We match prospective students with providers of post-secondary education and training based on the goodness of fit between an organization’s offerings and a student’s career goals. Once an applicant determines where they will apply to school, we help them design a course of study that makes it more likely they will graduate on-time and well prepared to enter the workforce.

Chef Koochooloo

Grant in 2017
Chef Koochooloo is an educational company that offers a unique platform combining cooking with learning to teach children essential skills in math, science, and global awareness. The program integrates culinary activities with academic lessons, allowing students to explore different cultures through cooking while aligning with various educational standards, including Common Core and NGSS. Chef Koochooloo features a range of products, such as a TV show, a kid-friendly cookbook, and an interactive app that guides students through recipes while reinforcing relevant concepts in math, geography, and science tailored to their grade levels. The company’s mission focuses on engaging kids and educators in healthy, collaborative cooking experiences enriched with STEAM (Science, Technology, Engineering, Arts, and Mathematics) principles. With a team of nutritionists, chefs, curriculum specialists, and game designers, Chef Koochooloo aims to provide adaptable educational enrichment programs for the classroom and beyond.

Andamio Games

Grant in 2017
Andamio Games is dedicated to creating collaborative, mobile device games that comply with educational standards Andamio Games, a division of Adventium Labs , is dedicated to creating collaborative, mobile device games that comply with educational standards. Andamio is the Spanish word for scaffold, which is the educational concept that underlies our games. Scaffolded lesson plans start with foundational concepts and build to more advanced ones, reinforcing concepts as users work their way through the material. The games developed by Andamio Games go well beyond e-Books, flash cards, and single-player apps to provide an engaging, hands-on, problem-solving learning environment using mobile technology.

Tactai

Grant in 2017
Tactai is a company focused on developing the world's first wearable device that allows users to experience touch and feel for virtual objects with remarkable realism. Utilizing its patent-pending Dynamic Tactile Wave™ technology, Tactai creates multi-modal experiences that engage users' senses by integrating touch, sound, and light. The company's high-fidelity haptic device is designed to enhance interaction within virtual reality applications, offering precise life-like touch sensations through advanced hand and finger tracking. Tactai's products are aimed at delivering immersive experiences across various sectors, including gaming, e-commerce, training, film, architecture, and education.

CueThink

Grant in 2017
CueThink Inc. is a Boston-based company that provides a peer-to-peer mobile learning platform aimed at enhancing math problem-solving skills for students in grades 4-12. Founded in 2012 and incubated by PayPal, CueThink's platform allows students to develop systematic problem-solving abilities, improve their math language, and engage in collaborative learning by sharing strategies with peers. Teachers benefit from analytics on student growth and can align their instruction with Common Core standards, while parents can monitor their children's progress through portfolios showcasing strategies and feedback. The company's offerings include Quantum, an iPad application designed for grades 4-8, which supports the growing trend of one-to-one technology in classrooms. CueThink's innovative approach addresses the need for deeper learning in mathematics, leveraging students' familiarity with social media and gaming to create an engaging educational experience. The development of its platform was supported by a grant from the National Science Foundation, and it has been successfully piloted in various classrooms.

Alchemie

Grant in 2017
Alchemie Solutions, a Michigan-based startup, specializes in developing mobile games that make learning complex subjects like organic chemistry engaging and intuitive. Founded in 2016, the company's flagship product, 'Chairs', is a puzzle-based game that enhances spatial reasoning skills crucial for mastering organic chemistry. Alchemie's innovative approach combines interactive digital tools, machine learning, and data analytics to create a unique learning platform that provides real-time assessment and immediate feedback, transforming the traditional learning experience into a fun and interactive one.

Killer Snails

Grant in 2017
Killer Snails is a company that specializes in the development of science learning games across various formats, including virtual reality, digital platforms, and analog media. The company's primary focus is to create engaging educational experiences that incorporate scientific content, gameplay, and formative assessment techniques. By blending these elements, Killer Snails aims to foster inquiry-based learning in science, making it accessible and enjoyable for learners. The company's commitment to quality and innovation has led to the creation of award-winning games that effectively enhance science education.

Dig-It! Games

Grant in 2016
Dig-It! Games is a game-based learning company. It provides education by promoting critical thinking, independent learning, and the joy of intellectual discovery. Their services include design, art, and development. It develops education-based games and releases them on mobile platforms.

Kiko Labs

Grant in 2016
Kiko Labs is a game development company based in San Carlos, California, founded in 2013. The company specializes in creating neuroscience-based games aimed at enhancing cognitive skills essential for academic success in children. Its flagship product, Thinking Time, is an adaptive cognitive training game designed for early learners aged 3 to 7. This game focuses on developing executive functions such as memory, inhibition, focus, and cognitive flexibility through engaging challenges. Additionally, Thinking Time targets reasoning and spatial skills, providing a comprehensive approach to cognitive development. Parents, teachers, and caregivers can utilize an in-app metrics dashboard to monitor children's progress across various skill areas, ensuring a supportive learning environment.

Strange Loop Games

Grant in 2016
Strange Loop Games is a gaming studio focused on developing educational multiplayer games that engage users in saving virtual ecosystems. Through its innovative approach, the company aims to teach children the importance of community and environmental conservation. Additionally, Strange Loop Games is building a metaverse network of gaming worlds that are owned and governed by their players, fostering a sense of ownership and collaboration within the gaming experience.

eGrove Education

Grant in 2016
eGrove Education is a software company focused on enhancing spatial visualization skills through its application, Spatial Vis. This educational tool is designed to support students in Engineering, Career and Technical Education (CTE), and other disciplines by providing online lessons in freehand sketching, 2D rotation, 3D drawing, orthographic views, tetrominoes, and flat patterns. The software features an automatic grading system, personalized feedback, an incentive system based on stars, animated hints, and a teacher interface, allowing students to engage with the material independently and improve their academic performance. By promoting these essential skills, eGrove Education aims to positively impact students' GPAs and graduation rates.

Filament Games

Grant in 2016
Filament Games is a digital studio focused on the development of educational video games. The company creates award-winning digital learning games that aim to make education engaging and effective. Filament specializes in designing gameplay mechanics that accurately represent educational content, allowing players to acquire real-world knowledge through interactive play. One of their notable projects is RoboCo, a virtual robotics sandbox that facilitates fun and accessible engineering education. By blending entertainment with learning, Filament Games enhances the educational experience for players of all ages.

Yobe

Grant in 2016
Yobe, Inc. is a software company specializing in artificial intelligence-driven algorithmic solutions for advanced audio manipulation. Founded in 2014 and headquartered in Boston, Massachusetts, Yobe develops a downloadable SaaS application that enhances signal processing for speech and multimedia content. Its technology identifies and categorizes audio signals across various platforms, including telecommunications, VoIP, gaming, and streaming media. The company's innovative approach utilizes AI to enhance the clarity of individual voices in noisy environments, improving the listening experience and facilitating more accurate speaker identification. This capability also significantly boosts the performance of automatic speech recognition systems, enabling businesses to deliver sophisticated voice interactions in challenging acoustic settings.

Plasma Games

Pre Seed Round in 2016
Plasma Games is an educational game developer focused on inspiring the next generation of science leaders through engaging video games. The company creates customizable educational video games that empower teachers and captivate students, particularly in the high school chemistry curriculum. By integrating game-based learning with science, technology, engineering, and math (STEM) principles, Plasma Games aims to enhance classroom experiences and spark student passion for these subjects. The games provide innovative teaching tools that enrich lessons with real-world context, encourage student engagement and discussion, and foster a sense of wonder and imagination. Through its approach, Plasma Games seeks to reignite students' natural curiosity and equip them to tackle pressing challenges in society.

LightUp

Grant in 2016
LightUp, Inc. is an educational technology company based in the United States that develops an electronics construction kit and a mobile application designed to teach children the fundamentals of technology through hands-on learning. The kit includes electronic building blocks with optically recognizable codes, allowing kids to construct electronic circuits while engaging with augmented reality features. The accompanying mobile application enhances this experience by providing interactive tutorials and educational labs, fostering a deeper understanding of electronics and coding in a fun and engaging manner. Through its innovative approach, LightUp aims to bridge the gap between traditional learning and modern technology, making education more accessible and enjoyable for young learners.

ThoughtStem

Grant in 2016
ThoughtSTEM is an e-learning institute based in San Diego, California, that focuses on providing computer science education and coding programs for children under the age of 12. Founded in 2012 by Stephen Foster, Ph.D., Dr. Sarah Esper, and Lindsey Handley, the organization utilizes a project-based curriculum that integrates various technologies, including Scratch, Arduino, Minecraft, and App Inventor, to engage young learners in coding. In addition to online coding clubs, ThoughtSTEM also offers summer camps that encourage children to think creatively and develop their problem-solving skills through technology-aided tools. The company's approach combines education and play, making learning to code an enjoyable experience for children.

Fathomd

Grant in 2016
Fathomd is an online platform that facilitates the development and distribution of educational games, primarily aimed at higher education. Founded in 2014 by Ozalp Ozer and Oleg Plakhotniuk and based in Texas, the platform provides users with tools and frameworks to create games that illustrate fundamental academic concepts. These games are designed to deliver interactive learning experiences through short, round-based interactions that can be completed within a single classroom session. By enabling students to engage with educational content in a fun and interactive manner, Fathomd offers teachers an innovative approach to enhance classroom instruction.

eBravium

Grant in 2016
eBravium develops and distributes fitness applications for its clients. eBravium develops Move It, a mobile application that offers parental lock services for their children’s devices. They are able to suspend device use and track movement. Furthermore, it provides wearable integration. eBravium was founded in 2014 by Patrick and Cody Grimes and is based in Nevada.

Clinc

Grant in 2016
Clinc, Inc. is an artificial intelligence company that develops software applications primarily for the banking, automotive, gaming, and healthcare sectors. Founded in 2015 and based in Ann Arbor, Michigan, Clinc offers a conversational AI platform that creates advanced virtual assistants capable of understanding and responding to human speech. The platform utilizes natural language processing, machine learning, and deep neural networks to analyze various factors such as user intent, sentiment, and context, which allows it to deliver accurate and contextually relevant responses. This technology not only enhances customer experiences but also enables enterprises to build stronger relationships with their clients by continuously learning from user interactions. Clinc's expertise in the financial and banking industries further strengthens its capabilities, allowing it to provide valuable insights and improve engagement outcomes for its customers.

Sober Grid

Seed Round in 2016
Sober Grid, Inc. is a digital health company that operates a sober social network aimed at supporting individuals in recovery from substance use disorders. Incorporated in 2015 and based in Boston, Massachusetts, the company has developed a mobile application available on both iOS and Android platforms. The app allows users to connect with others who are also navigating sobriety, fostering a community where they can share experiences and challenges. Sober Grid's platform is utilized in over 170 countries and has been accessed more than 20 million times. It integrates features such as GPS locator interfaces, direct messaging, and educational resources, while also offering certified coaching services available 24/7. The app employs a unique community-based approach to chronic disease management, utilizing predictive analytics to anticipate relapse risks and provide timely interventions. Sober Grid's commitment to improving health outcomes is supported by research collaborations with esteemed institutions like Harvard Medical School and the University of Pennsylvania, demonstrating its effectiveness in reducing relapse rates among users.

SmartyPal

Grant in 2016
SmartyPal's NSF-funded technology powers personalized game-based learning. The KidsMakeItRight program helps elementary age children build STEM Skills & compassion by working together on team-based projects that reduce trash & help the environment. SmartyPal won the MongoDB Innovation Award for Education (previous winner was LinkedIn), Reimagine Education award and 2017 Family Choice Award.

ThoughtStem

Grant in 2016
ThoughtSTEM is an e-learning institute based in San Diego, California, that focuses on providing computer science education and coding programs for children under the age of 12. Founded in 2012 by Stephen Foster, Ph.D., Dr. Sarah Esper, and Lindsey Handley, the organization utilizes a project-based curriculum that integrates various technologies, including Scratch, Arduino, Minecraft, and App Inventor, to engage young learners in coding. In addition to online coding clubs, ThoughtSTEM also offers summer camps that encourage children to think creatively and develop their problem-solving skills through technology-aided tools. The company's approach combines education and play, making learning to code an enjoyable experience for children.

Killer Snails

Grant in 2015
Killer Snails is a company that specializes in the development of science learning games across various formats, including virtual reality, digital platforms, and analog media. The company's primary focus is to create engaging educational experiences that incorporate scientific content, gameplay, and formative assessment techniques. By blending these elements, Killer Snails aims to foster inquiry-based learning in science, making it accessible and enjoyable for learners. The company's commitment to quality and innovation has led to the creation of award-winning games that effectively enhance science education.

Physics Front

Grant in 2015
Physics Front develops and provides sharp, fast, and versatile learning analytics tools to capture and enhance learning in digital environments such as educational games. Their web-based tools will give detailed learning reports, in real-time and cumulative, to teachers, parents, self-learners, and game designers, thereby making learning more engaging and games more optimised for learning.

TheBeamer

Grant in 2015
TheBeamer is an indie developer of recreational and educational video games

Andamio Games

Grant in 2015
Andamio Games is dedicated to creating collaborative, mobile device games that comply with educational standards Andamio Games, a division of Adventium Labs , is dedicated to creating collaborative, mobile device games that comply with educational standards. Andamio is the Spanish word for scaffold, which is the educational concept that underlies our games. Scaffolded lesson plans start with foundational concepts and build to more advanced ones, reinforcing concepts as users work their way through the material. The games developed by Andamio Games go well beyond e-Books, flash cards, and single-player apps to provide an engaging, hands-on, problem-solving learning environment using mobile technology.

Alchemie

Grant in 2015
Alchemie Solutions, a Michigan-based startup, specializes in developing mobile games that make learning complex subjects like organic chemistry engaging and intuitive. Founded in 2016, the company's flagship product, 'Chairs', is a puzzle-based game that enhances spatial reasoning skills crucial for mastering organic chemistry. Alchemie's innovative approach combines interactive digital tools, machine learning, and data analytics to create a unique learning platform that provides real-time assessment and immediate feedback, transforming the traditional learning experience into a fun and interactive one.

CueThink

Grant in 2015
CueThink Inc. is a Boston-based company that provides a peer-to-peer mobile learning platform aimed at enhancing math problem-solving skills for students in grades 4-12. Founded in 2012 and incubated by PayPal, CueThink's platform allows students to develop systematic problem-solving abilities, improve their math language, and engage in collaborative learning by sharing strategies with peers. Teachers benefit from analytics on student growth and can align their instruction with Common Core standards, while parents can monitor their children's progress through portfolios showcasing strategies and feedback. The company's offerings include Quantum, an iPad application designed for grades 4-8, which supports the growing trend of one-to-one technology in classrooms. CueThink's innovative approach addresses the need for deeper learning in mathematics, leveraging students' familiarity with social media and gaming to create an engaging educational experience. The development of its platform was supported by a grant from the National Science Foundation, and it has been successfully piloted in various classrooms.

ThoughtStem

Grant in 2015
ThoughtSTEM is an e-learning institute based in San Diego, California, that focuses on providing computer science education and coding programs for children under the age of 12. Founded in 2012 by Stephen Foster, Ph.D., Dr. Sarah Esper, and Lindsey Handley, the organization utilizes a project-based curriculum that integrates various technologies, including Scratch, Arduino, Minecraft, and App Inventor, to engage young learners in coding. In addition to online coding clubs, ThoughtSTEM also offers summer camps that encourage children to think creatively and develop their problem-solving skills through technology-aided tools. The company's approach combines education and play, making learning to code an enjoyable experience for children.

LightUp

Grant in 2015
LightUp, Inc. is an educational technology company based in the United States that develops an electronics construction kit and a mobile application designed to teach children the fundamentals of technology through hands-on learning. The kit includes electronic building blocks with optically recognizable codes, allowing kids to construct electronic circuits while engaging with augmented reality features. The accompanying mobile application enhances this experience by providing interactive tutorials and educational labs, fostering a deeper understanding of electronics and coding in a fun and engaging manner. Through its innovative approach, LightUp aims to bridge the gap between traditional learning and modern technology, making education more accessible and enjoyable for young learners.

Giant Otter Technologies

Grant in 2015
Giant Otter Technologies, Inc. specializes in developing conversational artificial intelligence solutions tailored for the video game industry. Founded in 2013 and based in Somerville, Massachusetts, the company creates advanced chatbots that utilize existing call recordings and chat transcripts to facilitate natural dialogue. Their platform focuses on data generation, conversation modeling, and optimizing bot performance, allowing for coherent interactions that mimic human conversation. By analyzing communication patterns and sentence structure, Giant Otter Technologies enhances user engagement and enables effective communication. As of December 31, 2018, the company operates as a subsidiary of Drift.com, Inc.

SmartyPal

Grant in 2014
SmartyPal's NSF-funded technology powers personalized game-based learning. The KidsMakeItRight program helps elementary age children build STEM Skills & compassion by working together on team-based projects that reduce trash & help the environment. SmartyPal won the MongoDB Innovation Award for Education (previous winner was LinkedIn), Reimagine Education award and 2017 Family Choice Award.

VisiSonics

Grant in 2014
VisiSonics Corporation specializes in the development and marketing of 3D sound capture, analysis, and reproduction technologies. Founded in 2010 as a spinout from the University of Maryland, the company holds exclusive licenses to a range of intellectual properties, including patented audio signal processing algorithms. VisiSonics offers a suite of products, such as the RealSpace panoramic audio camera system, digital array microphones, and spatial audio solutions for headphones. These tools serve various applications across industrial acoustic analytics, architectural acoustics, teleconferencing, telepresence, and immersive audio experiences for gaming and virtual reality. The company's technology is utilized by consumer electronics brands, semiconductor manufacturers, and game developers, providing personalized audio experiences and advanced solutions for acoustic measurement and analysis in sectors including automotive, research, and security.

CueThink

Grant in 2014
CueThink Inc. is a Boston-based company that provides a peer-to-peer mobile learning platform aimed at enhancing math problem-solving skills for students in grades 4-12. Founded in 2012 and incubated by PayPal, CueThink's platform allows students to develop systematic problem-solving abilities, improve their math language, and engage in collaborative learning by sharing strategies with peers. Teachers benefit from analytics on student growth and can align their instruction with Common Core standards, while parents can monitor their children's progress through portfolios showcasing strategies and feedback. The company's offerings include Quantum, an iPad application designed for grades 4-8, which supports the growing trend of one-to-one technology in classrooms. CueThink's innovative approach addresses the need for deeper learning in mathematics, leveraging students' familiarity with social media and gaming to create an engaging educational experience. The development of its platform was supported by a grant from the National Science Foundation, and it has been successfully piloted in various classrooms.

Play Works Studio

Grant in 2013
Play Works Studio develops science-based games for girls and boys. Its mission is to encourage children, especially girls, to discover a passion for science and technology while having fun. Play Works Studio was founded on May 7, 2013, and is based in Seattle, Washington, United States.

Budding Biologist

Grant in 2013
Budding Biologist produces engaging and scientifically accurate educational tools designed to inspire children to explore science both at home and in school. The company offers a series of illustrated books and is expanding into interactive video games aimed at children in grades 1-5. Recently, Budding Biologist received a grant to develop an ecologically-themed video game, which will be released as three tablet apps. These apps will come with supplementary lesson plans, worksheets, and assessment tools aligned with Common Core Standards, enhancing their use in educational settings. Collaborating with leading ecologists from UC-Davis, the video game will be based on real-life data and scientific principles, addressing a gap in the market for ecology-focused educational games that foster scientific inquiry in young learners.

VisiSonics

Grant in 2013
VisiSonics Corporation specializes in the development and marketing of 3D sound capture, analysis, and reproduction technologies. Founded in 2010 as a spinout from the University of Maryland, the company holds exclusive licenses to a range of intellectual properties, including patented audio signal processing algorithms. VisiSonics offers a suite of products, such as the RealSpace panoramic audio camera system, digital array microphones, and spatial audio solutions for headphones. These tools serve various applications across industrial acoustic analytics, architectural acoustics, teleconferencing, telepresence, and immersive audio experiences for gaming and virtual reality. The company's technology is utilized by consumer electronics brands, semiconductor manufacturers, and game developers, providing personalized audio experiences and advanced solutions for acoustic measurement and analysis in sectors including automotive, research, and security.

Dynepic

Grant in 2013
Dynepic, Inc. is a company that specializes in developing connected toys and an open architecture cloud platform aimed at enhancing child-friendly content. Founded in 2011 and based in Charleston, South Carolina, Dynepic offers a range of innovative products, including The Internet of Toys, which is an open API platform that integrates various toys and technology to enrich children's play experiences. The company also features DynePod, a Bluetooth-connected, educational toy that engages children in programming and socialization through interactive programming. Additionally, Dynepic provides playPORTAL Studio, a suite of software development kits designed to ensure kid-safe authentication and compliance with child privacy laws in apps and connected toys. Dynepic's products are accessible for purchase through crowdfunding platforms, showcasing the company's commitment to merging play with technology in a secure environment.

CueThink

Grant in 2013
CueThink Inc. is a Boston-based company that provides a peer-to-peer mobile learning platform aimed at enhancing math problem-solving skills for students in grades 4-12. Founded in 2012 and incubated by PayPal, CueThink's platform allows students to develop systematic problem-solving abilities, improve their math language, and engage in collaborative learning by sharing strategies with peers. Teachers benefit from analytics on student growth and can align their instruction with Common Core standards, while parents can monitor their children's progress through portfolios showcasing strategies and feedback. The company's offerings include Quantum, an iPad application designed for grades 4-8, which supports the growing trend of one-to-one technology in classrooms. CueThink's innovative approach addresses the need for deeper learning in mathematics, leveraging students' familiarity with social media and gaming to create an engaging educational experience. The development of its platform was supported by a grant from the National Science Foundation, and it has been successfully piloted in various classrooms.

Ruckus Media Group

Grant in 2012
At Ruckus Media, they are reinventing family entertainment—and taking it on the road—with original apps for iPad, iPhone, Droid, and other mobile media platforms. They bring Jon Scieszka, Rosemary Wells, Andrew Clements, Patricia MacLachlan, Alan Katz, David Carter, Kevin Lewis, Mike Austin, and Caitlin Friedman, among many other bestselling authors and illustrators, animators, celebrity performers and musicians together with talented editors and software developers to create a completely new form of storytelling. When children open Ruckus apps, turning and tilting pages, touching words and art, they read, see, and enter a story. Words, pictures, music, and dynamics made possible only by touch screen technology are woven to tell original stories to entrance and expand their imaginations. As with their favorite picture books, children will be enriched by and return to Ruckus apps again and again.

Filament Games

Grant in 2012
Filament Games is a digital studio focused on the development of educational video games. The company creates award-winning digital learning games that aim to make education engaging and effective. Filament specializes in designing gameplay mechanics that accurately represent educational content, allowing players to acquire real-world knowledge through interactive play. One of their notable projects is RoboCo, a virtual robotics sandbox that facilitates fun and accessible engineering education. By blending entertainment with learning, Filament Games enhances the educational experience for players of all ages.

Second Avenue Learning

Grant in 2012
Second Avenue Learning specializes in the development of interactive educational products and managed services tailored for clients in the education technology sector, including prominent names like Pearson and McGraw-Hill. Founded by educators and gamers, the company focuses on creating engaging and effective learning experiences that are both innovative and pedagogically sound. Their offerings include custom software development for interactive modules and serious games, as well as management services for learning management systems and content authoring. With a team comprising subject matter experts, programmers, artists, and learning designers, Second Avenue Learning emphasizes the importance of technology in creating customized educational environments that enhance student engagement and learning outcomes. The company aims to challenge traditional learning paradigms and reimagine the educational experience through alternative learning paths.

Sifteo

Grant in 2010
Sifteo is a venture-backed startup based in San Francisco that specializes in creating interactive gaming systems known as Sifteo cubes. These tactile devices are designed for hands-on play, incorporating gesture-detection technology that allows users to manipulate the cubes through shaking, flipping, tilting, and pressing. Each cube features full-color graphics, motion sensing, neighbor detection, and wireless communication, facilitating a unique form of computer interaction that merges physical play with digital gaming. Sifteo not only develops exclusive games for its platform but also publishes games created by other developers, encouraging innovation through regular game jams and providing a freely available software development kit (SDK). The company was founded by Dave Merrill and Jeevan Kalanithi, who aimed to rethink human-computer interaction by creating new physical interfaces reminiscent of playing with building blocks. The Sifteo game library offers a diverse range of games for adults, children, and families, combining classic play patterns with modern interactive technology.
Spot something off? Help us improve by flagging any incorrect or outdated information. Just email us at support@teaserclub.com. Your feedback is most welcome.