Callystro

Callystro

Callystro | Award Winning Learning Solutions | Game Based Learning Content for Schools.

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DateInvestorsAmountRound

$36.0k

Seed
Total Funding000k
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Callystro Infotech Private Limited, incorporated in December 2011 and based in Mangaluru, India, operates in the e-learning sector with a focus on game-based learning solutions for the K-12 market. The company was co-founded by Rajeev Gopalakrishnan, Sabina Jain, and Nisha Panicker in 2012. Callystro aims to make learning an enjoyable experience by developing engaging educational content.

The firm's flagship product, CoBELS, is a game-based learning and assessment platform designed for tablets and PCs in schools. This platform features hundreds of games covering subjects like Math and Environmental Studies (EVS), which are aligned with the school curriculum but structured along a 'learning ladder' of increasing difficulty rather than by class grade. For the consumer market, Callystro developed Mapoosa, a curriculum-based virtual world where children can play learning games and compete with friends, while parents can monitor their progress through a dedicated dashboard. Additionally, Callystro has created a "Financial Literacy" module with games to teach basic economic and financial concepts to students in grades 7-10, as well as to women in rural and urban areas.

Callystro employs a dual business model, targeting both educational institutions (B2B) and individual consumers (B2C). In the B2B segment, the company partners with organizations to reach affordable private schools, offering its software on preloaded tablets for a low fee. For the B2C market, Mapoosa operates on a freemium model, where basic access is free, and premium features require a paid membership. To manage cash flow, the company also undertakes service-based work for various clients. Callystro has received recognition for its work, including being a winner of the Nasscom Social Innovation Honours in 2014. The company has secured $36K in seed funding over three rounds.

Keywords: game-based learning, e-learning, K-12 education, edtech, curriculum-aligned games, financial literacy, educational software, digital content, assessment platform, virtual learning

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