Many companies designing games for the education space are falling short in anticipating the demands of special-needs populations, attendees of the recent ED Games Expo said.
Duolingo raised $30 million, while Mentoring Minds, which provides K-12 critical thinking materials, has acquired instructional management platform SchoolSpire. Data management and analytics provider Hoonuit picked up Tembo, a public assessment and accountability reporting company.
Deloitte named its 500 fastest-growing tech companies in North America. Thirty-nine of them touch the world of education in ways big or small.
Classcraft, a company that develops games for student engagement and learning, is growing and that means it will have use part of its $7.5 million in new funding to build out its sales infrastructure.
The Los Angeles Unified School District is buying PD focused on promoting alignment to state academic standards, and a Georgia school system needs game-based STEM learning software.
The Milken-Penn Graduate School of Education Business Plan Competition awarded more than $140,000 in prizes to ed-tech startups this year on its 10th anniversary.
WhiteHat Jr. raised $10 million in funding, while Classcraft received a $7.5 million investment. Trilogy Mentors, a startup, raised funding in a pre-seed round. And Renaissance has added William H. Sadlier, Inc., as a strategic partner.
The Department of Education’s Small Business Innovation Research grants focus on improving teaching, learning, and school administration in education or special education
Kahoot! has acquired two companies in one week, while Labster raised $21 million in a Series B round, Scholastic purchased a major stake in Make Believe Ideas in the U.K., College Board and MetaMetrics announced a partnership, and Wah Fu Education Group raised nearly $6 million in an IPO.
What happens when a startup pivots into the education space, but the founder isn’t from the K-12 world? Two years of self-education, iteration and relationship-building.