Hodoo English

Hodoo English

Gamified English language learning platform for children.

HQ location
South Korea
Launch date
Employees
Enterprise value
$50m
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KRW13.0b

Valuation: KRW60.0b

Series B
Total Funding000k
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Hodoo English is a multiplayer online game that enables children to learn English as a second language. The platform, operated by the South Korean educational technology company Hodoo Labs, uses gamification, big data, and voice recognition to create an engaging learning environment. The service was originally co-developed with NCSOFT and founded in 2012 by Kim Min-Woo. The intellectual property was later acquired from the Silicon Valley-based company Kidaptive in 2019 by Hodoo Labs, which was founded in 2018.

The company's primary product, Betia English, is a game-based platform where children interact with over 300 characters in a virtual world, completing quests and stories. This immersive approach, built on 480 stories from professional children's writers, is designed to enhance speaking and communication skills. Hodoo Labs utilizes a proprietary AI and machine learning-based voice recognition engine trained on the voices of over 160,000 children, which it reports as having over 85% accuracy in daily use. The platform collects and analyzes behavioral and academic data to provide personalized learning materials and insights for students, parents, and teachers. The business model is centered on providing these educational games as a service, presumably through subscriptions. The platform is available on PC, Android, and Nintendo Switch.

Hodoo Labs has secured multiple rounds of funding, including a Series A and Series B, from investors such as NPX Capital, Alpen Route, InterVest, and Hana Bank. The company aims to address the educational gap by providing affordable and effective alternatives to traditional learning methods.

Keywords: gamified learning, English as a Second Language, EdTech, voice recognition, K-12 education, mobile learning, e-learning, educational software, language learning, personalized learning, game-based learning, children education, multiplayer online game, AI education, big data analytics, virtual learning environment, Korean startup, Betia English

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