National Science Foundation

The National Science Foundation is an independent federal agency in the United States that funds and supports research and education in science and engineering. It funds fundamental research and education across all fields of science and engineering and administers non-dilutive funding programs to aid early‑stage technology development, helping translate discoveries into commercially viable products and services. Through grants and fellowships, the NSF supports researchers, educators, and startups, contributing to innovation and U.S. competitiveness. The agency operates with a substantial budget to advance science, engineering, and STEM education nationwide.

James Donlon

Program Director

Sean L. Jones

Assistant Director for Mathematical and Physical Sciences

Debasis Majumdar

Program Director

Graciela Narcho

Staff Associate

Sethuraman Panchanathan

Director

Past deals in Gaming

OtherWordly

Seed Round in 2023
OtherWordly is a mobile application developer, specializing in educational word games for children. Its primary product is an online video game that helps children improve their vocabulary and word association skills through engaging puzzles based on word meanings. The app also features a unique 'word liberation' function, designed to connect users with similar interests, fostering new friendships.

Vriends

Grant in 2022
Vriends is a company that specializes in providing evidence-based teaching of social, academic, and life skills using advanced virtual reality technology. By integrating VR platforms with the guidance of specialized facilitators, Vriends offers engaging experiences designed for adolescents, young people, and adults. Through a variety of interactive games and exercises, learners are able to fully immerse themselves in the learning process, which enhances their ability to develop critical social and life skills. The company's approach creates a safe and non-threatening environment, allowing individuals to practice and learn essential skills while fostering social connections and friendships.

Xogo

Grant in 2022
Xogo develops a hardware and software platform that enables people with disabilities to control their technology experience. The platform connects a wide range of devices and inputs, including USB, Bluetooth, WiFi, and 3.5mm jack interfaces, allowing users to operate cable boxes, smart home devices, video game consoles, and more in ways that suit their abilities and preferences. By integrating diverse devices, Xogo helps users maximize the functions of their devices and use technology on their terms.

Pangea Chat

Grant in 2022
Pangea Chat employs game design principles and advanced natural language processing to deliver personalized language learning through conversational contexts. Its AI-driven system monitors individual vocabulary growth and progress in specific content areas.

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 is a pioneering company specializing in the development of extended reality (XR) platforms that aim to revolutionize physical rehabilitation. By integrating advanced biomechanics algorithms, artificial intelligence-driven biomarkers, and gamification, Immergo Labs creates personalized and adaptive rehabilitation experiences that enhance recovery outcomes and improve patients' quality of life. The company's telehealth platform offers therapists an efficient and cost-effective solution for remote physical rehabilitation, delivering an all-in-one therapy clinic and exercise resources through a headset. This innovative approach allows physical therapists to overcome traditional telehealth limitations, effectively doubling patient throughput by utilizing biomechanical analysis and automating patient success metrics. Recently, Immergo Labs has secured significant funding, including a substantial grant from the National Science Foundation, to further its mission of making effective and engaging physical rehabilitation accessible to a wider audience.

RalphVR

Grant in 2021
RalphVR Inc. is a video game company founded in 2015 and based in Lexington, Kentucky. The company specializes in virtual reality games, with its flagship product, Daydream Blue, designed for platforms such as the Samsung Gear VR, Oculus Rift, and Google Daydream. Daydream Blue offers an immersive experience where players can explore a vibrant virtual world, engage in mini-games, craft items, and unlock additional content as they progress. The game is characterized by its appealing low-poly art style, user-friendly controls, and distinctive soundscape, creating an engaging gameplay experience. RalphVR is currently developing a new game, which will be announced in the near future.

EcoSystemOne

Grant in 2021
EcoSystemOne is an eLearning platform that focuses on co-creating immersive stories, games, and quests to enhance educational experiences. The company enables users to publish their creations across various formats, including virtual reality, augmented reality, and mobile devices. By harnessing the power of storytelling and game-based learning, EcoSystemOne aims to boost engagement and creativity while improving knowledge retention. Its platform provides tools and templates that assist corporations and educational institutions in designing and implementing immersive classes and training programs, allowing them to tailor lessons according to their specific needs.

Verboso

Grant in 2021
Verboso develops an AI-powered speech therapy platform that uses video games to make therapy engaging and data-driven. Its platform provides real-time, non-binary graded exercises, allowing users to control games while tracking progress, enabling parents to engage children in fun, productive sessions.

NeuroTrainer

Grant in 2021
NeuroTrainer is a company that focuses on enhancing cognitive skills to improve performance in various domains, including sports, business, and everyday life. By integrating neuroscience with virtual reality, NeuroTrainer provides specialized training modules and a comprehensive cognitive assessment system designed to optimize mental acuity. Its innovative software guides users through exercises that promote brain growth and facilitate injury management, helping professional athletes and high-performance individuals unlock their mental potential. The company's approach has gained recognition from NCAA coaches, the Department of Defense, and wellness experts in corporate settings. With recent seed funding, NeuroTrainer is positioned for significant expansion in athletic training, corporate wellness, and digital health markets.

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 company that focuses on enhancing cognitive skills to improve performance in various domains, including sports, business, and everyday life. By integrating neuroscience with virtual reality, NeuroTrainer provides specialized training modules and a comprehensive cognitive assessment system designed to optimize mental acuity. Its innovative software guides users through exercises that promote brain growth and facilitate injury management, helping professional athletes and high-performance individuals unlock their mental potential. The company's approach has gained recognition from NCAA coaches, the Department of Defense, and wellness experts in corporate settings. With recent seed funding, NeuroTrainer is positioned for significant expansion in athletic training, corporate wellness, and digital health markets.

7 Generation Games

Grant in 2020
7 Generation Games develops a platform that enables curriculum publishers to create their own white-label educational games. The platform reduces game development time and costs by up to 75% compared to traditional methods, offering digital blocks and real-time analytics for educators.

Xogo

Grant in 2019
Xogo develops a hardware and software platform that enables people with disabilities to control their technology experience. The platform connects a wide range of devices and inputs, including USB, Bluetooth, WiFi, and 3.5mm jack interfaces, allowing users to operate cable boxes, smart home devices, video game consoles, and more in ways that suit their abilities and preferences. By integrating diverse devices, Xogo helps users maximize the functions of their devices and use technology on their terms.

Muzology

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

BrainLeap Technologies

Grant in 2019
BrainLeap Technologies is a software company specializing in attention training through gaze-driven video games, particularly aimed at children with autism or ADHD. Founded on 30 years of academic research, the company's suite of games utilizes eye tracking technology to enhance various aspects of attention, thereby reducing distractibility and fostering better academic performance and executive function. Research conducted at UC San Diego demonstrated significant improvements in focus, inhibitory control, and fast attention shifts among participants using these games. By engaging children in enjoyable and interactive gameplay, BrainLeap aims to facilitate meaningful advancements in their attention skills, ultimately supporting their learning and development.

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.

FideliumTech

Grant in 2019
FideliumTech is a developer of an innovative educational gaming platform that integrates gameplay with real-world applications and learning. Its flagship platform, Slackrz, leverages blockchain and smart contracts to create a unique environment where users can engage in gaming while contributing to the design and planning of construction projects. By merging gaming with practical education, FideliumTech offers users the opportunity to develop skills relevant to the manufacturing and construction industries, allowing them to earn rewards as they participate in creative virtual learning experiences. The company's approach fosters collaboration between individuals, education, and industry, preparing clients for future work opportunities while making the learning process both enjoyable and profitable.

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 specializes in creating immersive digital twins of the real world using advanced machine learning techniques. The company develops subscription-based algorithmic tools that process large volumes of geographic and numeric data, including satellite imagery, maps, and laser scans. By employing these tools within a cloud-based distributed system, Geopipe is able to reconstruct entire cities in a matter of hours. This innovative approach enables various industries, such as gaming, simulation, and architecture, to leverage interactive 3D models for enhanced visualization and efficiency, ultimately helping real estate developers complete their projects more quickly and cost-effectively.

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.

Gigajot Technology

Grant in 2019
Gigajot Technology Inc. specializes in the development of Quanta Image Sensors (QIS), which utilize single photon detection technology to enhance image capture capabilities for both consumer and professional applications. Founded in 2017 by Dr. Saleh Masoodian and Dr. Jiaju Ma, the company is headquartered in Pasadena, California. Gigajot Technology offers a range of image processing services that cater to various fields, including scientific imaging, medical imaging, space imaging, security and defense, low-light photography and videography, computational imaging, automotive sensing, 3D sensing, and encryption. The innovative QIS technology enables high-speed image capture, thereby providing advanced solutions that surpass the limitations of current imaging devices.

Immersed Games

Grant in 2019
Immersed Games, Inc. is a video game development company founded in 2013 and headquartered in Gainesville, Florida. The company focuses on creating engaging educational experiences for students, particularly in the fields of science, technology, engineering, and mathematics (STEM). Their flagship product, Tyto Online, is an experiential learning game that allows middle school students to actively solve real-world problems. The game emphasizes hands-on exploration of scientific phenomena, enabling players to work alongside characters like botanists to address issues such as food shortages or to investigate ecological mysteries. Immersed Games aims to combat the decline of interest in STEM subjects among marginalized youth by providing diverse representation and showcasing the societal impact of STEM careers, thereby equipping students with essential skills for the workforce.

Filament Games

Grant in 2019
Filament Games specializes in developing award-winning digital learning games. Their flagship product is RoboCo, a virtual robotics sandbox that makes engineering education engaging, accessible, and affordable.

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.

Chef Koochooloo

Pre Seed Round in 2019
Chef Koochooloo is an educational company that offers a unique platform designed to enhance children's learning through cooking. Its enrichment program integrates cooking and culinary activities with academic subjects such as math, science, and global competency, aligning with educational standards like Common Core and New Generation Science Standards. The company provides various resources, including a cooking application, after-school programs, and private lessons, to support active learning and improve children's health and education. Notable projects include a TV show, a kid-friendly educational cookbook, and interactive lessons that allow students to explore recipes while learning essential concepts. The team comprises nutritionists, chefs, curriculum designers, educators, and game designers who collaborate to create engaging, interdisciplinary educational experiences. Chef Koochooloo aims to inspire both children and educators to discover the world through healthy cooking, with plans to expand its offerings to other areas that emphasize STEM education.

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. Their offerings incorporate an intelligent social tutoring system that evaluates behavioral readiness and social-emotional competencies, allowing for the creation of personalized avatars for each child. These avatars engage students in a variety of simulated social scenarios, providing a practical platform for skill development. The interactive nature of the programs ensures that learning is enjoyable while automatically collecting data to enable educators to monitor student progress effectively. Centervention's approach allows educators to address individual student needs in a fun and impactful manner.

NeuroTrainer

Grant in 2019
NeuroTrainer is a company that focuses on enhancing cognitive skills to improve performance in various domains, including sports, business, and everyday life. By integrating neuroscience with virtual reality, NeuroTrainer provides specialized training modules and a comprehensive cognitive assessment system designed to optimize mental acuity. Its innovative software guides users through exercises that promote brain growth and facilitate injury management, helping professional athletes and high-performance individuals unlock their mental potential. The company's approach has gained recognition from NCAA coaches, the Department of Defense, and wellness experts in corporate settings. With recent seed funding, NeuroTrainer is positioned for significant expansion in athletic training, corporate wellness, and digital health markets.

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 specializing in computer science education for children aged five to eighteen. It combines technologies like Scratch, Arduino, Minecraft, and App Inventor with a project-based curriculum to offer engaging, hands-on coding programs.

eGrove Education

Grant in 2018
eGrove Education is a software company focused on enhancing spatial visualization skills among students, particularly those in Engineering, Career and Technical Education (CTE), and related disciplines. The company's primary product, Spatial Vis, offers a comprehensive suite of online lessons covering essential topics such as 2D rotation, 3D drawing, orthographic views, tetrominoes, and flat patterns. This educational software features an automatic grading system, personalized feedback, an incentive mechanism, and animated hints, allowing students to learn independently at their convenience. By providing these tools, eGrove Education aims to improve academic performance and graduation rates among its users.

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 specializing in attention training through gaze-driven video games, particularly aimed at children with autism or ADHD. Founded on 30 years of academic research, the company's suite of games utilizes eye tracking technology to enhance various aspects of attention, thereby reducing distractibility and fostering better academic performance and executive function. Research conducted at UC San Diego demonstrated significant improvements in focus, inhibitory control, and fast attention shifts among participants using these games. By engaging children in enjoyable and interactive gameplay, BrainLeap aims to facilitate meaningful advancements in their attention skills, ultimately supporting their learning and development.

Muzology

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

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.

Joulez

Grant in 2017
Joulez is an innovative company focused on inspiring and empowering tween girls in the fields of science, technology, engineering, and mathematics (STEM). By creating educational products that appeal specifically to girls, Joulez aims to disrupt the traditional, male-oriented STEM toy market. The company designs fashionable, programmable, and connected room décor building kits that allow girls to engage in hands-on activities while developing essential STEM skills. Through deep user testing, Joulez ensures that its products resonate with both girls and their parents. These kits not only promote creativity and personalization but also provide access to engaging online content, equipping young girls with the knowledge, vocabulary, and confidence needed to pursue careers in technology and innovation.

Gigajot Technology

Grant in 2017
Gigajot Technology Inc. specializes in the development of Quanta Image Sensors (QIS), which utilize single photon detection technology to enhance image capture capabilities for both consumer and professional applications. Founded in 2017 by Dr. Saleh Masoodian and Dr. Jiaju Ma, the company is headquartered in Pasadena, California. Gigajot Technology offers a range of image processing services that cater to various fields, including scientific imaging, medical imaging, space imaging, security and defense, low-light photography and videography, computational imaging, automotive sensing, 3D sensing, and encryption. The innovative QIS technology enables high-speed image capture, thereby providing advanced solutions that surpass the limitations of current imaging devices.

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 is an educational technology company based in Bryan, Texas, founded in 2014. It specializes in creating immersive learning video games that empower players to learn through engaging experiences. The company's offerings include ARTe Mecenas, a game that illustrates the interconnectedness of local and international economies during the Renaissance in Italy. Triseum focuses on game-based learning, aiming to enhance engagement and success among high school and higher education students. By employing standard industry game development practices and learning design methodologies, Triseum develops high-quality, entertaining educational games that address challenges in traditional learning environments.

TheBeamer

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

Neurable

Grant in 2017
Neurable develops AI-powered neurotechnology for brain-computer interfaces. Its platform translates brain signals into actionable inputs, enabling users to interact with software and devices using only their thoughts.

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. Their offerings incorporate an intelligent social tutoring system that evaluates behavioral readiness and social-emotional competencies, allowing for the creation of personalized avatars for each child. These avatars engage students in a variety of simulated social scenarios, providing a practical platform for skill development. The interactive nature of the programs ensures that learning is enjoyable while automatically collecting data to enable educators to monitor student progress effectively. Centervention's approach allows educators to address individual student needs in a fun and impactful manner.

Immersed Games

Grant in 2017
Immersed Games, Inc. is a video game development company founded in 2013 and headquartered in Gainesville, Florida. The company focuses on creating engaging educational experiences for students, particularly in the fields of science, technology, engineering, and mathematics (STEM). Their flagship product, Tyto Online, is an experiential learning game that allows middle school students to actively solve real-world problems. The game emphasizes hands-on exploration of scientific phenomena, enabling players to work alongside characters like botanists to address issues such as food shortages or to investigate ecological mysteries. Immersed Games aims to combat the decline of interest in STEM subjects among marginalized youth by providing diverse representation and showcasing the societal impact of STEM careers, thereby equipping students with essential skills for the workforce.

BioStream Technologies

Grant in 2017
BioStream Technologies designs and develops video game therapies to assist children with autism spectrum disorder improve their social skills. Their evidence-based platform uses gaze-contingent eye tracking technology, customizing experiences for each individual and adapting in real-time. Incorporated in 2015, the company is headquartered in Moorestown, New Jersey.

Clinc

Grant in 2017
Clinc is a software company that builds conversational AI platforms enabling enterprises to create advanced virtual assistants. Its technology uses natural language processing, machine learning, and deep neural networks to interpret user input—including tone, sentiment, intent, and contextual data—and delivers responses that reflect a composite of knowledge. The platform is applied across banking, automotive, gaming, and healthcare sectors, helping firms improve customer engagement and operational efficiency. Founded in 2015 and based in Ann Arbor, Michigan, Clinc was originally known as Clarity Lab Inc.

Fathomd

Grant in 2017
Fathomd is an online platform based in Texas that focuses on the development and distribution of educational games aimed at higher education. Founded in 2014 by Ozalp Ozer and Oleg Plakhotniuk, Fathomd provides users with the tools and frameworks necessary to create engaging educational experiences. The platform allows users to design games that cover various subjects, illustrating one or two fundamental academic concepts through short, interactive sessions that typically fit within a single classroom period. This innovative approach enhances student engagement and offers educators a dynamic method for teaching complex material.

Geopipe

Grant in 2017
Geopipe is a New York-based company founded in 2016 that specializes in creating immersive digital twins of the real world using advanced machine learning techniques. The company develops subscription-based algorithmic tools that process large volumes of geographic and numeric data, including satellite imagery, maps, and laser scans. By employing these tools within a cloud-based distributed system, Geopipe is able to reconstruct entire cities in a matter of hours. This innovative approach enables various industries, such as gaming, simulation, and architecture, to leverage interactive 3D models for enhanced visualization and efficiency, ultimately helping real estate developers complete their projects more quickly and cost-effectively.

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 designed to enhance children's learning through cooking. Its enrichment program integrates cooking and culinary activities with academic subjects such as math, science, and global competency, aligning with educational standards like Common Core and New Generation Science Standards. The company provides various resources, including a cooking application, after-school programs, and private lessons, to support active learning and improve children's health and education. Notable projects include a TV show, a kid-friendly educational cookbook, and interactive lessons that allow students to explore recipes while learning essential concepts. The team comprises nutritionists, chefs, curriculum designers, educators, and game designers who collaborate to create engaging, interdisciplinary educational experiences. Chef Koochooloo aims to inspire both children and educators to discover the world through healthy cooking, with plans to expand its offerings to other areas that emphasize STEM education.

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 pioneering company focused on developing the first wearable device that allows users to touch and feel virtual objects with life-like realism. Utilizing its patent-pending Dynamic Tactile Wave™ technology, Tactai creates multi-modal experiences that engage the user's senses by integrating touch, sound, and light. The company's high-fidelity haptic device is engineered to provide precise touch sensations and features advanced hand-and-finger tracking, enhancing user interaction in various applications. Tactai's products aim to transform immersive experiences in fields such as Augmented Reality and Virtual Reality, benefiting 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 platform aimed at enhancing math problem-solving skills for students in grades 4-12. Founded in 2012, CueThink's platform allows students to develop systematic problem-solving abilities, improve mathematical language, and build a repository of visual assessments. It also supports teachers by offering analytics on student progress and helping them meet Common Core standards, while providing parents with insights into their children's strengths and weaknesses. The company has developed a mobile application, Quantum, specifically for grades 4-8, which encourages collaborative learning and critical thinking. By integrating familiar social media and gaming elements, CueThink aims to engage students more effectively in their math education. The platform's development has been supported by grants and has shown promising results in classroom pilots.

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 develops award-winning science learning games across virtual reality, digital, and analog formats. By integrating creative assessment techniques with scientific content and engaging gameplay, Killer Snails aims to enhance science inquiry and education. The company's commitment to designing effective science games positions it as a leader in the educational gaming sector, focusing on providing formative assessment that enriches the learning experience for users.

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, specializing in neuroscience-based games aimed at enhancing cognitive skills essential for academic success in young children. Founded in 2013, the company has developed an adaptive game called Thinking Time, which is specifically designed for early learners aged 3 to 7 years. This game focuses on training executive functions such as memory, inhibition, focus, and cognitive flexibility, while also targeting reasoning and spatial skills through a series of progressive challenges. Kiko Labs provides an in-app metrics dashboard that allows parents, teachers, and caregivers to monitor children's progress across various skill areas, ensuring a comprehensive approach to cognitive development in a fun and engaging manner.

Strange Loop Games

Grant in 2016
Strange Loop Games is a gaming studio focused on creating a metaverse network of gaming worlds that are both owned and governed by their users. The company specializes in developing educational multiplayer games that engage players in activities aimed at winning points and rewards, all while promoting the importance of community and environmental stewardship. Through its innovative game design, Strange Loop Games aims to teach children valuable lessons about nature and collaboration, fostering a sense of responsibility towards their virtual ecosystems.

eGrove Education

Grant in 2016
eGrove Education is a software company focused on enhancing spatial visualization skills among students, particularly those in Engineering, Career and Technical Education (CTE), and related disciplines. The company's primary product, Spatial Vis, offers a comprehensive suite of online lessons covering essential topics such as 2D rotation, 3D drawing, orthographic views, tetrominoes, and flat patterns. This educational software features an automatic grading system, personalized feedback, an incentive mechanism, and animated hints, allowing students to learn independently at their convenience. By providing these tools, eGrove Education aims to improve academic performance and graduation rates among its users.

Filament Games

Grant in 2016
Filament Games specializes in developing award-winning digital learning games. Their flagship product is RoboCo, a virtual robotics sandbox that makes engineering education engaging, accessible, and affordable.

Yobe

Grant in 2016
Yobe, Inc. is a software company based in Boston, Massachusetts, specializing in artificial intelligence-powered algorithmic solutions for audio and signal processing. Founded in 2014, Yobe develops a downloadable SaaS application that enhances studio-level audio manipulation. Its technologies focus on improving communication signals in various environments, including mobile devices, telecommunications, and streaming media. By utilizing advanced algorithms, Yobe's software can identify and track individual voices within noisy signals, enhancing the listening experience and enabling superior performance in automatic speech recognition. The company's innovations allow for effective manipulation of audio content, facilitating sophisticated voice interactions across multiple applications, such as VoIP, audio equipment, gaming, and hearing aids.

Plasma Games

Pre Seed Round in 2016
Plasma Games is an innovative developer of customizable educational video games aimed at empowering teachers and inspiring students in the field of science, technology, engineering, and mathematics (STEM). The company focuses on creating engaging, entertainment-quality video games that align with high school chemistry curricula, facilitating the teaching process with dynamic game-based tools. Plasma Games seeks to enrich classroom experiences by infusing lessons with real-world context and purpose, thereby enhancing student engagement and fostering meaningful discussions. Through its approach, the company aims to reignite students' natural curiosity, enabling them to explore and solve significant challenges facing society while learning through play.

LightUp

Grant in 2016
LightUp develops an educational technology platform that combines an electronics construction kit with a digital tutor application to teach kids the fundamentals of technology through hands-on projects using real components. The platform features mobile-based augmented reality labs designed to engage students in new ways and to help them understand electronics, circuits, and coding. The company is based in the United States.

ThoughtSTEM

Grant in 2016
ThoughtSTEM is an e-learning institute specializing in computer science education for children aged five to eighteen. It combines technologies like Scratch, Arduino, Minecraft, and App Inventor with a project-based curriculum to offer engaging, hands-on coding programs.

Fathomd

Grant in 2016
Fathomd is an online platform based in Texas that focuses on the development and distribution of educational games aimed at higher education. Founded in 2014 by Ozalp Ozer and Oleg Plakhotniuk, Fathomd provides users with the tools and frameworks necessary to create engaging educational experiences. The platform allows users to design games that cover various subjects, illustrating one or two fundamental academic concepts through short, interactive sessions that typically fit within a single classroom period. This innovative approach enhances student engagement and offers educators a dynamic method for teaching complex material.

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 is a software company that builds conversational AI platforms enabling enterprises to create advanced virtual assistants. Its technology uses natural language processing, machine learning, and deep neural networks to interpret user input—including tone, sentiment, intent, and contextual data—and delivers responses that reflect a composite of knowledge. The platform is applied across banking, automotive, gaming, and healthcare sectors, helping firms improve customer engagement and operational efficiency. Founded in 2015 and based in Ann Arbor, Michigan, Clinc was originally known as Clarity Lab Inc.

Zyrobotics

Grant in 2016
Zyrobotics LLC is an assistive technology company based in Atlanta, Georgia, that specializes in developing educational play applications aimed at children. Founded in 2013 as a spin-off from Georgia Tech Venturelab, Zyrobotics focuses on creating accessible tools for Science, Technology, Engineering, and Math (STEM) education. The company offers a range of products, including interactive math applications such as OctoPlus and OctoMinus, which are designed to reinforce core math skills while also improving fine motor skills and visual perception. Zyrobotics' innovative approach combines education and therapy, supporting children of all abilities in achieving their developmental milestones.

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 specializing in computer science education for children aged five to eighteen. It combines technologies like Scratch, Arduino, Minecraft, and App Inventor with a project-based curriculum to offer engaging, hands-on coding programs.

Killer Snails

Grant in 2015
Killer Snails is a company that develops award-winning science learning games across virtual reality, digital, and analog formats. By integrating creative assessment techniques with scientific content and engaging gameplay, Killer Snails aims to enhance science inquiry and education. The company's commitment to designing effective science games positions it as a leader in the educational gaming sector, focusing on providing formative assessment that enriches the learning experience for users.

TheBeamer

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

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.

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 platform aimed at enhancing math problem-solving skills for students in grades 4-12. Founded in 2012, CueThink's platform allows students to develop systematic problem-solving abilities, improve mathematical language, and build a repository of visual assessments. It also supports teachers by offering analytics on student progress and helping them meet Common Core standards, while providing parents with insights into their children's strengths and weaknesses. The company has developed a mobile application, Quantum, specifically for grades 4-8, which encourages collaborative learning and critical thinking. By integrating familiar social media and gaming elements, CueThink aims to engage students more effectively in their math education. The platform's development has been supported by grants and has shown promising results in classroom pilots.

ThoughtSTEM

Grant in 2015
ThoughtSTEM is an e-learning institute specializing in computer science education for children aged five to eighteen. It combines technologies like Scratch, Arduino, Minecraft, and App Inventor with a project-based curriculum to offer engaging, hands-on coding programs.

LightUp

Grant in 2015
LightUp develops an educational technology platform that combines an electronics construction kit with a digital tutor application to teach kids the fundamentals of technology through hands-on projects using real components. The platform features mobile-based augmented reality labs designed to engage students in new ways and to help them understand electronics, circuits, and coding. The company is based in the United States.

Giant Otter Technologies

Grant in 2015
Giant Otter Technologies, Inc. is a developer of conversational artificial intelligence solutions tailored for the video game industry. Founded in 2013 and based in Somerville, Massachusetts, the company specializes in creating AI-enabled chatbots that facilitate automated discussions using existing call recordings and chat transcripts. Their platform is designed to maintain coherent dialogues and provide explanations for its decisions, enhancing user interactions through data generation and conversation modeling. Additionally, Giant Otter Technologies offers services for bot testing and optimization, aiming to improve the effectiveness of communication by analyzing sentence structure and behavioral skills. As of the end of 2018, the company operates as a subsidiary of Drift.com, Inc.

Zyrobotics

Grant in 2014
Zyrobotics LLC is an assistive technology company based in Atlanta, Georgia, that specializes in developing educational play applications aimed at children. Founded in 2013 as a spin-off from Georgia Tech Venturelab, Zyrobotics focuses on creating accessible tools for Science, Technology, Engineering, and Math (STEM) education. The company offers a range of products, including interactive math applications such as OctoPlus and OctoMinus, which are designed to reinforce core math skills while also improving fine motor skills and visual perception. Zyrobotics' innovative approach combines education and therapy, supporting children of all abilities in achieving their developmental milestones.

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 is a company specializing in the development and marketing of advanced 3D sound capture, analysis, and reproduction technologies. Founded in 2010 as a spinout from the University of Maryland, VisiSonics offers a range of innovative products, including the RealSpace panoramic audio camera system, digital array microphones, and spatial audio solutions for headphones. Their proprietary RealSpace technology integrates audio signal processing with computer vision to provide immersive sound experiences across various applications, including consumer electronics, gaming, teleconferencing, and industrial acoustic analytics. The company's solutions are utilized by a diverse clientele, including audio surveillance firms, research institutions, and automotive manufacturers, addressing complex acoustic challenges. VisiSonics is committed to delivering next-generation products that enhance user performance and experience in both consumer and professional markets.

CueThink

Grant in 2014
CueThink Inc. is a Boston-based company that provides a peer-to-peer platform aimed at enhancing math problem-solving skills for students in grades 4-12. Founded in 2012, CueThink's platform allows students to develop systematic problem-solving abilities, improve mathematical language, and build a repository of visual assessments. It also supports teachers by offering analytics on student progress and helping them meet Common Core standards, while providing parents with insights into their children's strengths and weaknesses. The company has developed a mobile application, Quantum, specifically for grades 4-8, which encourages collaborative learning and critical thinking. By integrating familiar social media and gaming elements, CueThink aims to engage students more effectively in their math education. The platform's development has been supported by grants and has shown promising results in classroom pilots.

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 is a company dedicated to creating scientifically accurate educational tools designed to engage children in science both at school and at home. The company produces illustrated books and is expanding its offerings to include interactive video games. Their current project, supported by an NSF SBIR Phase I grant, focuses on developing an ecologically-themed video game for children in grades 1-5. This game will be released as three tablet apps and accompanied by lesson plans, worksheets, and assessment tools aligned with Common Core Standards for educational use. Collaborating with top ecologists from UC-Davis, Budding Biologist is committed to using real-life data and scientific principles to create a unique product that teaches scientific process skills in a fun and entertaining manner, addressing a notable gap in the market for ecology-focused educational video games.

VisiSonics

Grant in 2013
VisiSonics Corporation is a company specializing in the development and marketing of advanced 3D sound capture, analysis, and reproduction technologies. Founded in 2010 as a spinout from the University of Maryland, VisiSonics offers a range of innovative products, including the RealSpace panoramic audio camera system, digital array microphones, and spatial audio solutions for headphones. Their proprietary RealSpace technology integrates audio signal processing with computer vision to provide immersive sound experiences across various applications, including consumer electronics, gaming, teleconferencing, and industrial acoustic analytics. The company's solutions are utilized by a diverse clientele, including audio surveillance firms, research institutions, and automotive manufacturers, addressing complex acoustic challenges. VisiSonics is committed to delivering next-generation products that enhance user performance and experience in both consumer and professional markets.

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.

numedeon

Grant in 2013
Numedeon, Inc. is an educational technology company based in Pasadena, California, founded in 1999. It operates an education-focused virtual world website, Whyville.net, designed for children aged 8 to 15. The platform offers open-ended, collaborative games and activities that promote experiential learning, allowing users to learn, play, and engage as active citizens within a virtual town. Numedeon emphasizes the development of simulation-based games and creative virtual environments that foster exploration and creativity, alongside tools that support users' social, behavioral, and educational interests. Through its innovative approach, Numedeon aims to create an engaging online community that enhances learning experiences for young users.

CueThink

Grant in 2013
CueThink Inc. is a Boston-based company that provides a peer-to-peer platform aimed at enhancing math problem-solving skills for students in grades 4-12. Founded in 2012, CueThink's platform allows students to develop systematic problem-solving abilities, improve mathematical language, and build a repository of visual assessments. It also supports teachers by offering analytics on student progress and helping them meet Common Core standards, while providing parents with insights into their children's strengths and weaknesses. The company has developed a mobile application, Quantum, specifically for grades 4-8, which encourages collaborative learning and critical thinking. By integrating familiar social media and gaming elements, CueThink aims to engage students more effectively in their math education. The platform's development has been supported by grants and has shown promising results in classroom pilots.

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 specializes in developing award-winning digital learning games. Their flagship product is RoboCo, a virtual robotics sandbox that makes engineering education engaging, accessible, and affordable.

Second Avenue Learning

Grant in 2012
Second Avenue Learning is a company that specializes in custom software development and managed services for the education technology sector. Founded by educators and gamers, the company collaborates with prominent clients, including Pearson, McGraw-Hill, and W.W. Norton, to create interactive learning products that are both innovative and pedagogically sound. Second Avenue Learning focuses on developing engaging educational platforms, serious games, and customized learning environments that aim to empower learners and enhance the educational experience. The team comprises subject matter experts, programmers, artists, learning designers, quality analysts, and project managers, all working together to challenge traditional learning methods and create alternative paths for student engagement. Through its expertise and commitment to reimagining the learning process, Second Avenue Learning serves as a critical enabler in the education technology landscape.

Sifteo

Grant in 2010
Sifteo is a San Francisco-based startup that develops an innovative interactive gaming system known as Sifteo cubes. These tactile, cookie-sized devices feature full-color graphics and advanced motion-sensing technology, allowing users to engage in hands-on gameplay by shaking, flipping, tilting, and pressing the cubes. The system promotes a new form of human-computer interaction, blending traditional play patterns with modern interactive technology. Sifteo also serves as a publisher for games exclusive to its platform and actively encourages development through game jams and a freely available software development kit. The company was founded by Dave Merrill and Jeevan Kalanithi, who originally conceptualized the idea at the MIT Media Lab, inspired by the notion of manipulating digital data like physical LEGO blocks. Sifteo's game library caters to a wide audience, offering challenging experiences for adults, educational puzzles for children, and family-friendly games, all embodying the principles of Intelligent Play.
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