Developer docs
API playgroundTry for free, no card

Search company profiles

STEM

Full company profile

uuid00025dy

Namestring
STEM
Websiteurl
kano.tech
Company typeenum
Public
Founded yearint
2013
Descriptiontext

Kano is a London-based consumer educational technology company founded in 2013 that builds products teaching coding to children and beginner creators through hands-on hardware kits and a complementary online platform. Its target audience is children aged 8-14 (grades 4-8 in the US, Key Stage 2-3 in the UK), with reported reach of 1.1 million daily users, 3 billion lines of code written and 2.4 million completed projects. The product line spans physical kits (including a Harry Potter-branded magic wand kit) and the Kano World software platform, which combines Kano Code (blocks that translate into JavaScript), Make Art (typed-code visual art), Pixel Motion (animation editor) and Make Music (music through code). The platform also functions as a community where users share, remix and discover each other's coding projects.

Underlying technology is a browser-based creative-coding stack rather than an AI-first architecture: a block-coding environment that compiles to JavaScript, drawing and animation canvases, and audio tooling that translate user actions into typed code. The platform is being relaunched in 2024 in partnership with AstroSafe and FINH, with refreshed design and functionality, indicating continued platform investment rather than a fundamental technology refresh.

The business model combines consumer hardware sales through retail and direct-to-consumer channels with a subscription/access layer on Kano World for challenges and community features. Distribution is amplified by high-profile endorsements from Apple co-founder Steve Wozniak (also a reported backer), Mark Zuckerberg, Chris Sacca and Novak Djokovic, and by coverage in outlets including CNN, Financial Times, USA Today, Forbes, Wired, TechCrunch, Bloomberg and the Evening Standard. Total disclosed funding to date is approximately $45.5 million across rounds from 2013 through 2020, with a $28M Series B in November 2017 (Breyer Capital and Thames Trust) the largest single round; the most recent disclosed capital is a $1M Microsoft investment in July 2020, and the company has not announced new primary funding since.

Note on data quality: the firmographics (London, kano.tech, 51-100 employees, 2013 vintage, Alex Klein CEO, Steve Wozniak backer) align with Kano, while structured data blocks tagged "STEM" with source describe a US clean-energy software issuer (36.1 GW solar AUM, $156.3M fiscal 2025 revenue, 27% workforce reduction April 2025, STEM Inc.). Those financials are inconsistent with Kano's firmographic profile and have been excluded from this description; they appear to reflect a data-aggregation error.

Short descriptiontext

Kano is a London-based educational technology company founded in 2013 that builds coding-learning hardware kits and the Kano World online platform, serving primarily children aged 8-14 through creative tools for art, music, games and animation.

Operating statusenum
Operating
Ownership categoryenum
Headcount rangeband
51–100
akta.pro rankint
HeadquartersLondon, United Kingdom
HQ citystring
London
HQ countrystring
United Kingdom
HQ regionstring
Europe
Markets served

Serves global market

Keyword5 values
learn to code platform, kids coding education, creative coding tools, block based programming, coding toys and kits
Industry3 codes
1Literacy & Reading Intervention Technology
CodeEDAJAMAFPrimaryYes
2STEM & Coding Readiness for Early Learners
CodeEDACANAFPrimaryNo
3STEM & Educational Toys Distribution
CodeCRAOAMAFPrimaryNo
NAICS code2 codes
  • Doll, Toy, and Game Manufacturing339930
  • Computer Training611420
SIC code1 code
  • Games, Toys & Children's Vehicles (No Dolls & Bicycles)3944
Product category
Educational Technology / Coding Education for Children
GTM motion1 record

Each record includes

Type, Description, Source

Revenue model3 records
1Subscription Services
TypeSubscription Recurring
Description

Recurring revenue from subscription services, part of strategic shift toward higher-value offerings. Services revenue grew 29% year-over-year, indicating successful transition toward recurring revenue model.

tradingview.com
2Edge Hardware
TypeHardware Sales
Description

Higher-value edge hardware sales as part of strategic pivot away from low-margin battery resales

tradingview.com
3Legacy Battery Resales
TypeHardware Sales
Description

Low-margin battery resales - company is strategically moving away from this business

tradingview.com
Cost components5 values
Personnel, Technology or R&D, Marketing or Sales, Operations, Supply Chain
GTM typeB2C
B2C
Offering typeSoftware
Software
Core offering1 text field

STEM (Kano) sells a creative learn-to-code platform called Kano World aimed at children aged roughly 8–14, plus physical computer kits built around Raspberry Pi. Users progress from block-based coding to JavaScript, Python and Scratch through modules for art, animation, music and games, and can share and remix projects inside a community of more than 1.1 million daily users.

Differentiator
Functional benefit
Problem solved
Quantifiable outcome1 of 3 values shown
  • Services revenue grew 29% year-over-year
+2 more records
Product overview1 text field

STEM, Inc. is a clean energy software company that provides AI-enabled software solutions for the energy sector. The company operates with a strategic focus on edge hardware and subscription services, having shifted away from low-margin battery resales. The company manages operating solar assets under management (AUM) of 36.1 GW, with increasing Annual Recurring Revenue (ARR) and Contracted Annual Recurring Revenue (CARR).

Product and service5 records
1Kano Code
CategoryCreative coding platform
Description

A block-based coding environment within Kano World where users create art, games and music; simple blocks transform into JavaScript apps, requiring no prior coding experience. Targeted at children aged 8–14 (and younger with parental help, older with extensions).

2Make Art
CategoryCreative coding module
Description

A Kano World module in which users use typed code to create works of art, design and interact with images while learning the language of the web. Positioned for beginners learning to code by creating visuals.

3Pixel Motion
CategoryCreative coding module
Description

A pixel drawing animation editor inside Kano World that lets users create animations in minutes, designing scenes such as baseballs flying into space or cows swimming in the ocean. Aimed at children learning through visual creative projects.

4Make Music
CategoryCreative coding module
Description

A Kano World module that enables users to create music through fun, educational coding activities and exercises, drawing inspiration from everyday sounds. Designed to let kids express themselves through sound while learning to code.

5Kano World (learning platform)
CategoryEducational coding platform
Description

A learn-to-code online platform for kids of all ages where users can create games, animations and art, share creations with the Kano community, remix others' work and participate in challenges. Currently being relaunched with new features and design.

Scale indicator8 records

Each record includes

Type, Value, Description, Source

Recent move5 records

Each record includes

Date, Type, Title, Description, Source

Expansion highlight4 records

Each record includes

Type, Description

Peers10 records
TypeDirect peer
Description

Direct peer offering a subscription-based learn-to-code platform for kids with block coding, JavaScript, and Python. Acquired by BYJU's, Tynker competes head-to-head with Kano World for the same K-12 segment.

TypeBroad incumbent
Description

Large incumbent in STEM educational kits and curriculum (WeDo, SPIKE Prime, Mindstorms). Targets the same K-8 STEM learning market as Kano's hardware kits but with much broader distribution and brand.

TypeEmerging player
Description

Free block-based coding platform for kids built by MIT. Directly competes with Kano Code's free tier and is the default entry point in many schools, compressing Kano's freemium funnel.

TypeDirect peer
Description

STEM robotics and coding products (Sphero BOLT, Mini, indi) for K-12. Offers a similar hardware-plus-software learning model and competes for the same school and parent budget as Kano.

TypeBroad incumbent
Description

Nonprofit K-12 computer science curriculum provider with massive school-district adoption. Sets the baseline expectation of free coding education against which Kano's paid offerings compete.

TypeDirect peer
Description

Learn-to-code platform that teaches real languages (Python, JavaScript, C++) through games. Targets a similar middle-school demographic as Kano and offers comparable subscription pricing.

TypeEmerging player
Description

Subscription-based coding-for-kids service delivering monthly app-building projects by mail. Operates a similar physical-plus-digital subscription model at smaller scale than Kano.

TypeDirect peer
Description

Tangram-based physical/digital hybrid learning system by BYJU's, including coding and STEM kits. Closest analog to Kano's combined physical hardware + interactive software approach for early learners.

TypeOthers
Description

Nonprofit behind the BBC micro:bit microcontroller, a STEM/coding tool widely adopted in UK and EU schools. Competes with Kano's physical computing kits in the same classroom procurement channels.

TypeDirect peer
Description

Game-based learn-to-code platform for kids with school and consumer subscriptions. Targets overlapping K-8 coding-curriculum budgets and competes with Kano's subscription services stream.

Market position
Strengths4 records

Each record includes

Headline, Details, Source

Weaknesses4 records

Each record includes

Headline, Details, Source

Competitive moat5 records

Each record includes

Type, Details

Key risks5 records

Each record includes

Headline, Details, Source

Key highlights6 records

Each record includes

Headline, Details, Source

Customer concentration

Classification, Details

Ideal customer profile2 records

Each record includes

Profile, Firmographic size, Sales motion, Sales cycle length, Buying structure, Purchase trigger, Buyer persona, Geography, Industry vertical, Primary use case, Description, Pain points, Evidence proof points, Target buyer

Technology focused
Yes
API detail
Has APIbool
No

Docs URL, Description

AI maturity
App detail

Has app

Feature1 record

Each record includes

Title, Differentiator, Description, Source

Core technology
Revenue estimate
Valuation estimate
Number of profiles
Profiles10 records

Each record includes

Name, Designation, Designation category, Overview, Profile commentary, Source

No data
No data
Funding overview

Funding stage, Last funding date, Total funding USD

Funding rounds9 records

Each record includes

Round, Amount USD, Date, Pre money valuation, Total investors, Investors, News

Investors16 records

Each record includes

Name, Type, Date of entry, Rounds participated, Website

Funding detail is available on the Subscription and Enterprise plan.Contact sales →

M&A

Each record includes

Name, Acquisition type, Announced date, Completed date, Status, Website, News

Investment

Each record includes

Name, Round, Announced date, Lead investor, Website, News

M&A and investment is available on the Subscription and Enterprise plan.Contact sales →

STEM

Educational Technology / Coding Education for Childrenkano.tech

Kano is a London-based educational technology company founded in 2013 that builds coding-learning hardware kits and the Kano World online platform, serving primarily children aged 8-14 through creative tools for art, music, games and animation.

What STEM does

Kano is a London-based consumer educational technology company founded in 2013 that builds products teaching coding to children and beginner creators through hands-on hardware kits and a complementary online platform. Its target audience is children aged 8-14 (grades 4-8 in the US, Key Stage 2-3 in the UK), with reported reach of 1.1 million daily users, 3 billion lines of code written and 2.4 million completed projects. The product line spans physical kits (including a Harry Potter-branded magic wand kit) and the Kano World software platform, which combines Kano Code (blocks that translate into JavaScript), Make Art (typed-code visual art), Pixel Motion (animation editor) and Make Music (music through code). The platform also functions as a community where users share, remix and discover each other's coding projects.

Underlying technology is a browser-based creative-coding stack rather than an AI-first architecture: a block-coding environment that compiles to JavaScript, drawing and animation canvases, and audio tooling that translate user actions into typed code. The platform is being relaunched in 2024 in partnership with AstroSafe and FINH, with refreshed design and functionality, indicating continued platform investment rather than a fundamental technology refresh.

The business model combines consumer hardware sales through retail and direct-to-consumer channels with a subscription/access layer on Kano World for challenges and community features. Distribution is amplified by high-profile endorsements from Apple co-founder Steve Wozniak (also a reported backer), Mark Zuckerberg, Chris Sacca and Novak Djokovic, and by coverage in outlets including CNN, Financial Times, USA Today, Forbes, Wired, TechCrunch, Bloomberg and the Evening Standard. Total disclosed funding to date is approximately $45.5 million across rounds from 2013 through 2020, with a $28M Series B in November 2017 (Breyer Capital and Thames Trust) the largest single round; the most recent disclosed capital is a $1M Microsoft investment in July 2020, and the company has not announced new primary funding since.

Note on data quality: the firmographics (London, kano.tech, 51-100 employees, 2013 vintage, Alex Klein CEO, Steve Wozniak backer) align with Kano, while structured data blocks tagged "STEM" with source describe a US clean-energy software issuer (36.1 GW solar AUM, $156.3M fiscal 2025 revenue, 27% workforce reduction April 2025, STEM Inc.). Those financials are inconsistent with Kano's firmographic profile and have been excluded from this description; they appear to reflect a data-aggregation error.

STEM firmographics

Firmographics
Name
STEM
Website
https://kano.tech
Company type
Public
Founded year
2013
Operating status
Operating
Headcount range
51–100 employees
Short description
Kano is a London-based educational technology company founded in 2013 that builds coding-learning hardware kits and the Kano World online platform, serving primarily children aged 8-14 through creative tools for art, music, games and animation.
Ownership category
akta.pro rank

STEM industry classification

Industry
Product category
Educational Technology / Coding Education for Children
NAICS
Doll, Toy, and Game Manufacturing (339930), Computer Training (611420)
SIC
Games, Toys & Children's Vehicles (No Dolls & Bicycles) (3944)
akta.pro primary industry
Literacy & Reading Intervention Technology (EDAJAMAF)
akta.pro secondary industries
STEM & Coding Readiness for Early Learners (EDACANAF), STEM & Educational Toys Distribution (CRAOAMAF)

Keywords

  • Learn to code platform
  • Kids coding education
  • Creative coding tools
  • Block based programming
  • Coding toys and kits

Where STEM is headquartered

Location

Headquarters

HQ city
London
HQ country
United Kingdom
HQ region
Europe

Markets served

STEM business model

Business model
GTM type
B2C
Offering type
Software
Cost components
Personnel, Technology or R&D, Marketing or Sales, Operations, Supply Chain

Revenue model

  1. Subscription Services: Recurring revenue from subscription services, part of strategic shift toward higher-value offerings. Services revenue grew 29% year-over-year, indicating successful transition toward recurring revenue model.
  2. Edge Hardware: Higher-value edge hardware sales as part of strategic pivot away from low-margin battery resales
  3. Legacy Battery Resales: Low-margin battery resales - company is strategically moving away from this business

Go-to-market motion1 record

STEM product offering

Product offering

Core offering

STEM (Kano) sells a creative learn-to-code platform called Kano World aimed at children aged roughly 8–14, plus physical computer kits built around Raspberry Pi. Users progress from block-based coding to JavaScript, Python and Scratch through modules for art, animation, music and games, and can share and remix projects inside a community of more than 1.1 million daily users.

Product overview

STEM, Inc. is a clean energy software company that provides AI-enabled software solutions for the energy sector. The company operates with a strategic focus on edge hardware and subscription services, having shifted away from low-margin battery resales. The company manages operating solar assets under management (AUM) of 36.1 GW, with increasing Annual Recurring Revenue (ARR) and Contracted Annual Recurring Revenue (CARR).

Differentiator

Problem solved

Functional benefit

Products and services

  • Kano Code A block-based coding environment within Kano World where users create art, games and music; simple blocks transform into JavaScript apps, requiring no prior coding experience. Targeted at children aged 8–14 (and younger with parental help, older with extensions).
  • Make Art A Kano World module in which users use typed code to create works of art, design and interact with images while learning the language of the web. Positioned for beginners learning to code by creating visuals.
  • Pixel Motion A pixel drawing animation editor inside Kano World that lets users create animations in minutes, designing scenes such as baseballs flying into space or cows swimming in the ocean. Aimed at children learning through visual creative projects.
  • Make Music A Kano World module that enables users to create music through fun, educational coding activities and exercises, drawing inspiration from everyday sounds. Designed to let kids express themselves through sound while learning to code.
  • Kano World (learning platform) A learn-to-code online platform for kids of all ages where users can create games, animations and art, share creations with the Kano community, remix others' work and participate in challenges. Currently being relaunched with new features and design.

Quantifiable outcome

  • Services revenue grew 29% year-over-year
  • +2 more outcomes

Companies that use STEM

Customer profile

Ideal customer profiles2 records

STEM technology and API

Technology

Technology focussed Yes

API detail

Has API
No
API docs
API detail

Core technology

AI maturity

App detail

Feature1 record

STEM partnerships and signals

Strategic signal

Scale indicators8 records

Recent moves5 records

Expansion highlights4 records

STEM competitors and assessment

Company assessment

Direct peers

  • Tynker: Direct peer offering a subscription-based learn-to-code platform for kids with block coding, JavaScript, and Python. Acquired by BYJU's, Tynker competes head-to-head with Kano World for the same K-12 segment.
  • Sphero: STEM robotics and coding products (Sphero BOLT, Mini, indi) for K-12. Offers a similar hardware-plus-software learning model and competes for the same school and parent budget as Kano.
  • CodeCombat: Learn-to-code platform that teaches real languages (Python, JavaScript, C++) through games. Targets a similar middle-school demographic as Kano and offers comparable subscription pricing.
  • Osmo: Tangram-based physical/digital hybrid learning system by BYJU's, including coding and STEM kits. Closest analog to Kano's combined physical hardware + interactive software approach for early learners.
  • CodeMonkey: Game-based learn-to-code platform for kids with school and consumer subscriptions. Targets overlapping K-8 coding-curriculum budgets and competes with Kano's subscription services stream.

Broad incumbents

  • LEGO Education: Large incumbent in STEM educational kits and curriculum (WeDo, SPIKE Prime, Mindstorms). Targets the same K-8 STEM learning market as Kano's hardware kits but with much broader distribution and brand.
  • Code.org: Nonprofit K-12 computer science curriculum provider with massive school-district adoption. Sets the baseline expectation of free coding education against which Kano's paid offerings compete.

Emerging players

  • Scratch (MIT Media Lab): Free block-based coding platform for kids built by MIT. Directly competes with Kano Code's free tier and is the default entry point in many schools, compressing Kano's freemium funnel.
  • Bitsbox: Subscription-based coding-for-kids service delivering monthly app-building projects by mail. Operates a similar physical-plus-digital subscription model at smaller scale than Kano.

Others

  • Micro:bit Educational Foundation: Nonprofit behind the BBC micro:bit microcontroller, a STEM/coding tool widely adopted in UK and EU schools. Competes with Kano's physical computing kits in the same classroom procurement channels.

Market position

Strengths4 records

Weaknesses4 records

Competitive moat5 records

Key risks5 records

Key highlights6 records

Customer concentration

STEM social profiles

Digital presence

STEM financial estimates

Financial estimate

Revenue estimate

Valuation estimate

STEM leadership team

Management profile

Number of profiles

Profiles10 records

STEM funding detail

Funding detail

Funding overview

Funding rounds9 records

Investors16 records

Funding detail is available on the Subscription and Enterprise plan.Contact sales →

STEM M&A and investment

M&A and investment

M&A

Investments

M&A and investment is available on the Subscription and Enterprise plan.Contact sales →

Frequently asked questions about STEM

What does STEM do?

STEM (Kano) sells a creative learn-to-code platform called Kano World aimed at children aged roughly 8–14, plus physical computer kits built around Raspberry Pi. Users progress from block-based coding to JavaScript, Python and Scratch through modules for art, animation, music and games, and can share and remix projects inside a community of more than 1.1 million daily users.

Is STEM a public or private company?

STEM is a public company. It is classified as venture growth investor backed and is currently operating.

When was STEM founded?

STEM was founded in 2013. It employs 51 to 100 people.

Where is STEM based?

STEM is headquartered in London, United Kingdom, in the Europe region.

How does STEM make money?

Three revenue lines are on record. Subscription Services are the primary driver. The others are edge Hardware and legacy Battery Resales.

Who are STEM's main competitors?

Direct peers on record are Tynker, Sphero, CodeCombat, Osmo and CodeMonkey. Broad incumbents are LEGO Education and Code.org. Emerging players are Scratch (MIT Media Lab) and Bitsbox. Micro:bit Educational Foundation is listed as an others.

Does STEM have an API?

No public API is recorded for STEM.

What industry is STEM in?

STEM's product category is Educational Technology / Coding Education for Children. Its primary akta.pro industry code is EDAJAMAF, Literacy & Reading Intervention Technology, with a secondary code of EDACANAF, STEM & Coding Readiness for Early Learners. Its NAICS code is 339930 and its SIC code is 3944.

Unlock the full company data

50 free credits on sign-up, no credit card required.

Contact sales
Live signals
NewswireSTEM™ Gives Flying Insect Season a Catchy New SoundtrackSTEM is launching a new campaign called STEM BABY to address unwanted flying insects in homes. The campaign aims to provide a playful spin on dealing with these pests as summer winds down.openPR.comStem Toys Market Analysis By Application, Type, Technology, and Geography - Global Industry Outlook and Forecast 2026-2033Market Research Intellect published a comprehensive market analysis report on the global STEM toys industry, projecting the market will grow from $10.48 billion in 2025 to $17.85 billion by 2033 at a CAGR of 6.88%, driven by increasing parental awareness, government STEM education initiatives, and technological integration including AI, AR, and VR into toy products. The report identifies robotics kits, coding toys, science experiment sets, and engineering construction sets as the dominant product segments, with North America holding the largest market share followed by Europe and rapidly growing Asia-Pacific regions. Key industry players including LEGO Group, Mattel Inc., Kano Computing, and eleven other companies are positioned to benefit from rising disposable incomes, e-commerce expansion, and the COVID-19 pandemic's lasting impact on home-based educational toy demand.Music Business WorldwideConcord forms strategic venture with Steven Victor’s Victor Victor Worldwide, expands hip-hop footprintConcord formed a multi-year strategic venture with Victor Victor Worldwide, a New York-based label founded by Steven Victor. The partnership will support VVW's roster and find new audiences for its catalog, including releases from Pop Smoke and Ski Mask the Slump God. The deal follows Concord's recent acquisitions of Ninja Tune and investment in Giant Music.Business Wire BlogStem Announces Fourth Quarter and Full Year 2025 ResultsStem, Inc. reported full year 2025 revenue of $156.3 million, up 8% from $144.6 million in FY24, driven by a 25% increase in software, services, and edge hardware revenue to $141.4 million. The company achieved its first-ever full year positive Adjusted EBITDA of $6.7 million versus a loss of $22.8 million in FY24, and reported net income of $137.8 million compared to a net loss of $854.0 million in the prior year. Looking ahead, the company introduced 2026 guidance targeting approximately 85% growth in Adjusted EBITDA and 10% growth in ARR, reflecting its shift toward a software-centric business model.TradingViewSTEM 2025 10-K: Revenue $156.3M; EPS basic $16.52STEM, Inc. reported fiscal 2025 revenue of $156.3 million, an 8% year-over-year increase driven by 29% growth in services revenue, alongside a GAAP net income of $137.8 million compared to a net loss of $854.0 million in 2024. The company narrowed operating losses from $(839.5) million to $(55.7) million and completed a 27% workforce reduction in April 2025 as part of a strategic shift away from low-margin battery resales toward higher-value edge hardware and subscription services. Operating solar AUM grew to 36.1 GW with increasing ARR/CARR, though the company notes execution risk associated with its AI-enabled software strategy and ongoing revenue seasonality in Q3-Q4.Market ScoopEducational Gadgets MarketThe global educational gadgets market was valued at USD 46.2 billion in 2025 and is projected to grow to USD 229.8 billion by 2035, with a CAGR of 17.40%. The market experienced significant growth driven by technological integration into education, especially in North America and India. The market includes a variety of products such as tablets, STEM kits, AR/VR devices, and AI-enabled gadgets.Digital Music NewsKanye West Settles Infringement Suit Over Boogie Down SampleKanye West, also known as Ye, has reached a settlement to be dismissed as a defendant in a copyright infringement lawsuit filed by Phase One Network regarding the unauthorized use of a sample from Boogie Down Productions' 1987 track "South Bronx" in his song "Life of the Party." While West was removed from the case, the lawsuit against co-defendant Kano Computing, which developed the Stem Player device used to release the track, remains active.Digital Music NewsKanye Fans Wrote a Stem Player Emulator to Pirate 'Donda 2'Kanye West released his album 'Donda 2' exclusively on the Stem Player hardware, a device priced at $200 that uses AI to separate audio into stems. In response to the high cost and exclusivity, fans developed Python scripts and emulators to bypass the hardware requirement and access the music files directly on computers. This piracy effort suggests the exclusive strategy may be limiting the album's streaming reach and revenue potential compared to previous releases.Digital Music NewsWhat's a Stem Player? A Look at Kanye West's Curious InventionKanye West is releasing his album 'Donda 2' exclusively on the Stem Player, a new hardware device developed in partnership with Kano Computing, which costs $200 and allows users to isolate audio stems. This exclusivity decision has led Apple to pull a $2 million sponsorship deal from West, citing his stance against major streaming platforms like Apple Music, Spotify, and Amazon. The move mirrors West's previous exclusive release strategy for 'The Life of Pablo,' which faced legal challenges before eventually becoming available on mainstream services.