
Wittario
Evolves student learning potential via an augmented reality-based educational game platform.
Date | Investors | Amount | Round |
---|---|---|---|
- | investor investor | €0.0 | round |
investor | €0.0 | round | |
investor | €0.0 | round | |
investor investor | €0.0 | round | |
* | N/A | NOK4.0m Valuation: NOK65.0m 42.9x EV/Revenue -28.9x EV/EBITDA | Angel |
Total Funding | 000k |
EUR | 2018 | 2019 | 2020 | 2021 | 2022 | 2023 | 2024 |
---|---|---|---|---|---|---|---|
Revenues | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 |
% growth | - | - | 258 % | 424 % | 93 % | 297 % | 12 % |
EBITDA | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 |
% EBITDA margin | - | - | (604 %) | (201 %) | (148 %) | - | - |
Profit | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 |
% profit margin | - | (642 %) | (701 %) | (297 %) | (238 %) | (16 %) | (14 %) |
EV | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 |
EV / revenue | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x |
EV / EBITDA | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x |
R&D budget | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 |
Source: Company filings or news article
Related Content
Wittario AS operates as a Norwegian educational technology firm, providing a game-based learning platform that leverages GPS and augmented reality (AR) to foster active and engaging educational experiences. The company was co-founded in 2019 by Lars Gunnar Fledsberg (CEO) and Tor Ove Henriksen (Chairman), both of whom possess extensive experience in the IT and EdTech sectors, having previously established the educational technology company Skooler. Inspired by the engagement of outdoor learning and games like Pokémon Go, they envisioned a platform to move learners out from behind their desks. After two years of development with a team of game developers and educators, the platform officially launched in the Norwegian market in March 2021.
The core of Wittario's business is its software platform, which serves both the education and corporate markets. Clients, such as schools and businesses, use the platform for a variety of purposes including standard curriculum, employee onboarding, HSE training, and team-building exercises. The business model appears to be subscription-based, with pricing plans for businesses calculated on a per-employee, per-year basis. The company's platform allows users, referred to as 'game masters' or 'content creators', to build their own custom learning games. They can design tasks using multiple-choice questions, video, photos, and AR elements, placing them on a real-world map for players to find using GPS. Alternatively, users can adapt pre-built games from a content library.
Players participate using the Wittario app, available on iOS and Android, which guides them to different locations to complete tasks. The platform is designed for both individual and team-based collaborative play. A key feature is the real-time tracking of results, allowing game masters to monitor progress and display leaderboards to enhance competition. The platform also integrates with Microsoft Teams, enabling teachers and managers to administer games within their existing digital workflows. By early 2024, the platform was being used by over 2,000 organizations in 28 countries.
Keywords: game-based learning, augmented reality, educational technology, GPS learning, corporate training, employee engagement, mobile learning, outdoor education, interactive learning, gamification