
Puzzle English
Multiplatform English language e-learning services.
Date | Investors | Amount | Round |
---|---|---|---|
- | investor | €0.0 | round |
investor | €0.0 | round | |
N/A | Seed | ||
Total Funding | 000k |
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Puzzle English is an online platform designed for self-study of the English language, accessible on both desktop and mobile devices.
The company's journey began when founder Alexander Antonov, a website developer since the 1990s, identified a personal need for a more effective way to learn English in 2010. His career growth was hindered by his language skills, and finding no suitable tools, he conceived his own. The initial concept, which evolved into the platform's 'Video Puzzles' feature, involved reconstructing sentences from words while listening to English-language video clips. Antonov initially developed the project for his own use, handling the design and layout himself while enlisting a programmer for the coding. As the project gained traction among English learners, feedback highlighted the need for a more professional design. The team expanded to include a content manager, a designer, and a layout specialist, all working remotely. A significant milestone occurred in 2014 when the company secured investors, enabling the establishment of a physical office and a more structured team.
The platform operates on a freemium model, providing limited free access to its exercises while generating revenue through subscriptions to its premium features. These features include a wide array of over 20 training products. At its core, Puzzle English employs a blend of gamification and academic principles to engage users. The service utilizes proprietary algorithms to assess a user's current English proficiency and then curates a personalized learning plan. Its product suite includes video and audio puzzles, grammar lessons, vocabulary trainers, and serialized shows. A key technological component is a neural network used for accent correction, providing users with feedback on their pronunciation. The platform caters to a global audience of over 8 million users at all proficiency levels, from beginner to advanced.
Keywords: English learning, language education, EdTech, self-study platform, gamification, AI language learning, personalized learning, freemium model, subscription service, Alexander Antonov, language training, vocabulary builder, grammar exercises, pronunciation practice, accent correction, neural network, video puzzles, mobile learning, online courses, language assessment