Big Brainz

Big Brainz

Company that helps students with their math skills by using games and modern technology.

HQ location
Provo, United States
Launch date
Employees
Enterprise value
$1—2m
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Big Brainz, founded in 2004 by Ben Harrison, operates as a subsidiary of Imagine Learning, Inc., focusing on the educational technology sector. The company is based in Provo, Utah, and directs its efforts towards developing video game platforms that assist elementary school students in achieving automaticity and fluency in mathematics. This market positioning targets educational institutions, specifically schools, as its primary client base.

The core of the business revolves around a software-as-a-service (SaaS) model, where schools purchase licenses for their students to use the platform. The product, formerly known as Big Brainz for Schools and now called Imagine Math Facts, is designed to make practicing math facts—addition, subtraction, multiplication, and division—an engaging and enjoyable experience for children. Through a gamified environment, the software provides a foundation for higher-order thinking by helping students commit basic facts to memory, which frees up cognitive resources for more complex mathematical problems.

The platform's key features include adaptive learning, which adjusts to each student's skill level, and immediate feedback, ensuring students practice correctly. It begins with a pre-assessment to gauge a student's current abilities and then advances them through game-based activities, repeating facts until they are recalled automatically. For educators and administrators, the system offers data-rich reporting tools that track student progress and mastery of fact families at the individual, class, school, and district levels. Reports indicate that students can show significant improvement, with fluency rates rising from an average of 30-50% at pre-test to over 90% after using the program. The application is accessible on various devices, including iPads and PCs, and can be used both in the classroom and at home.

Keywords: math fluency, educational games, K-5 education, math facts, student assessment, adaptive learning technology, gamification in education, automaticity, Imagine Math Facts, elementary mathematics, edtech, school software, learning solutions, addition, subtraction, multiplication, division, student progress tracking, educational software, classroom technology

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