
KooBits
Online platform created to help teach children who are disfavored in society.
Date | Investors | Amount | Round |
---|---|---|---|
- | investor investor | €0.0 | round |
N/A | €0.0 | round | |
SGD2.0m | Early VC | ||
Total Funding | 000k |
USD | 2020 | 2021 | 2022 | 2023 |
---|---|---|---|---|
Revenues | 0000 | 0000 | 0000 | 0000 |
% growth | - | 107 % | 96 % | - |
EBITDA | 0000 | 0000 | 0000 | 0000 |
Profit | 0000 | 0000 | 0000 | 0000 |
EV | 0000 | 0000 | 0000 | 0000 |
EV / revenue | 00.0x | 00.0x | 00.0x | 00.0x |
EV / EBITDA | 00.0x | 00.0x | 00.0x | 00.0x |
R&D budget | 0000 | 0000 | 0000 | 0000 |
Source: Dealroom estimates
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KooBits is an educational technology firm headquartered in Singapore, operating in the K-12 market with a focus on making learning engaging for children aged 6 to 12. The company was co-founded in 2007 by Stanley Han, who currently serves as CEO, while he was completing his engineering degree at the National University of Singapore (NUS). His personal experience with limited academic resources fueled his mission to use technology to provide accessible, high-quality education. The company originated from an NUS robotics research lab and was initially incubated by NUS Enterprise.
The firm's initial product was interactive English e-books, but after facing market challenges, the company pivoted. A significant turnaround occurred in 2014 when unexpected, large purchase orders for its math program confirmed product-market fit. The company's growth was further accelerated by the COVID-19 pandemic, which prompted a strategic shift from a primarily business-to-business (B2B) model, serving schools, to a direct-to-consumer (B2C) model targeting parents. This pivot was highly successful, with B2C revenue quickly surpassing B2B sales.
KooBits generates revenue through subscription-based plans for its e-learning platforms, KooBits Math and KooBits Science. These platforms are designed to function as a child's primary digital learning tool, requiring only 20 minutes a day to build lasting study habits. The service is used by over 250,000 monthly active users across more than 50 countries. The core of the product lies in its gamified approach, which incorporates daily challenges, rewards, and peer-to-peer competition to motivate students. It uses AI to deliver personalized learning paths, adapting question difficulty to each child's ability and providing real-time feedback. Key features include video tutorials, printable worksheets, automated marking, and progress tracking for parents. The platform's technology also allows for the rapid localization of its entire content library into different languages and curriculums within months.
Keywords: EdTech, K-12 education, mathematics learning, science education, gamified learning, personalized learning, e-learning platform, Singapore curriculum, Stanley Han, primary education, self-directed learning, online learning, student engagement, adaptive technology, parent progress tracking, digital worksheets, AI in education, home-based learning, educational software, mobile learning