
Kinjo
Kinjo finds learning opportunities & achieve shared goals in the spaces kids already play in.
Date | Investors | Amount | Round |
---|---|---|---|
* | $6.5m | Seed | |
Total Funding | 000k |
Kinjo operates as an educational technology platform designed to enhance the educational quality of children's screen time. The company was founded in 2020 by EdTech veterans Charles Thornburgh, Laura Malcolm, and Grant Oladipo and is headquartered in Austin, Texas.
Kinjo's business model is centered on integrating learning into popular digital platforms that children already frequent. Instead of developing its own games to compete for children's attention, the company's service assesses and ranks existing games and content on platforms like Roblox based on their educational and cognitive value. The target clients are parents who are looking to make their children's screen time more productive. The company generates revenue through a monthly subscription model for parents, which costs $12.50.
The service works through a mobile application that connects to a child's account on a gaming platform. Within the app, games are curated and evaluated by education professionals for their potential to develop skills like critical thinking, creativity, and collaboration. Children are incentivized to choose these higher-value games as they can earn rewards, such as Roblox's virtual currency 'Robux', for their engagement. For parents, Kinjo provides a weekly digest with insights into their child's gameplay, including the cognitive challenge level of the games, time spent, and the skills being developed. The company's initial focus was on the Roblox platform, with plans to expand its evaluation and reward system to other popular platforms like YouTube and Minecraft.
Historically, the company launched its product on the Apple App Store and has attracted over 20,000 users. A significant milestone was achieved in August 2023, when Kinjo secured $6.5 million in a seed funding round led by LiveOak Venture Partners, with participation from Silverton Partners, Breyer Capital, and Roble Ventures. Keywords: educational technology, EdTech, screen time, game-based learning, Roblox, digital learning, K-12 education, parental controls, child development, cognitive skills, learning rewards, edutainment, online learning platform, video game education, critical thinking, creativity, collaboration, parent-focused app, Minecraft education, YouTube learning