Home News Kids Learning App Kinjo Raises $6.5M in Seed Round to Broaden Its Reach

Kids Learning App Kinjo Raises $6.5M in Seed Round to Broaden Its Reach

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Kids Learning App Kinjo Raises $6.5M in Seed Round to Broaden Its Reach
Kids Learning App Kinjo Raises $6.5M in Seed Round to Broaden Its Reach

Kinjo, an educational technology platform focused on improving the value of kids’ screen time, has recently announced that it has raised $6.5M in a seed round led by LiveOak Venture Partners. The investment round also saw participation from other investors, including Silverton Partners, Breyer Capital, and Roble Ventures.

Kinjo, co-founded by EdTech veterans Charles Thornburgh and Laura Malcolm, is an entirely new learning app that combines parents’ goals and children’s interests to level up screen time learning. The software encourages children to play educator-evaluated activities and pays them to take on significant challenges and learn more. It provides a weekly digest for parents that offers insight into the level of challenge in their children’s gameplay, the time they spend, the friends they play with the most, and the skills they are developing.

Speaking about the company, Co-founder & CEO of Kinjo, Charles Thornburgh, said:

As a career education entrepreneur and parent, I know firsthand how hard it is to build educational products that can compete with the games and videos that hold our kids’ attention. At Kinjo, we flipped that model. Instead of trying to drag them away from the platforms they love, we are meeting kids where they are and rewarding them for building skills in the games and media that have already captured their imaginations. Starting with Roblox was an easy choice because of its incredible traction with young learners and its remarkable diversity of experiences. Still, our sights are set on each digital platform our children find most compelling.

The startup’s initial apps, which transform Roblox into a family learning platform, have already supported thousands of youngsters to spend 3X more of their Roblox time on games handpicked by education professionals to provide high cognitive challenges. Kinjo’s next goal is to bring enjoyable learning to the time kids already spend on YouTube, Minecraft, and other popular online platforms.

Adding further about the platform, Co-founder of Kinjo and Head of Product, Laura Malcolm, said:

As a former teacher, I see the importance of agency and choice for kids, who have so little control over their own lives and how they spend their time. By creating truly child-centred products, Kinjo is channelling natural passion and joy to unlock potential and empower children to love – and succeed at – learning.

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