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WeWantToKnow (DragonBox)

Full company profile

uuid0006sht

Namestring
WeWantToKnow (DragonBox)
Legal namestring
Kahoot DragonBox AS
Websiteurl
dragonbox.com
Company typeenum
Private
Founded yearint
2012
Descriptiontext

WeWantToKnow, operating as DragonBox and legally constituted as Kahoot DragonBox AS (Orgnr: 922 693 021), is a Norwegian game-based learning studio founded in Oslo in 2012 by math teacher Jean-Baptiste Huynh and cognitive scientist Patrick Marchal, PhD. The company develops a portfolio of educational mobile applications that teach mathematics and reading to children aged 4 and above through visual, game-driven mechanics grounded in the proprietary "DragonBox Method" — a motivation-based pedagogical framework (Engage, Explore, Reflect, Apply). Its core technology centers on digital manipulatives (the "Nooms" characters inspired by Cuisenaire and Montessori rods) and adaptive progression logic that adjusts challenge level to a learner's pace, delivered through native iOS, Android, and Chromebook apps plus a complete K-4 mathematics curriculum (DragonBox School / DragonBox Skole).

DragonBox monetizes through three channels: (1) one-time consumer app purchases on Apple App Store and Google Play (covering Numbers, Big Numbers, Algebra 5+, Algebra 12+, Elements/Geometry, Multiplication, Learn Chess, and Kahoot! Learn to Read/Poio); (2) annual subscription licensing of DragonBox School to schools and districts, with a Norwegian-language "DragonBox Skole" edition sold directly into primary schools; and (3) inclusion in the parent company's Kahoot!+ subscription bundle. The go-to-market combines product-led growth (freemium teacher access, app store discovery) with a sales-led motion for institutional school contracts. Institutional deployments include Uruguay's national Ceibal 1:1 device program (since August 2015), full-curriculum adoption in Finland and Norway schools (since August 2018), and a Skedsmo County, Norway pilot (2016). The company has been a wholly-owned subsidiary of Kahoot! AS since May 2019, operating as a pedagogy studio within the Kahoot! group with team presence in Norway, France, and Finland.

Short descriptiontext

WeWantToKnow (DragonBox), a wholly-owned Kahoot! subsidiary since 2019, develops award-winning game-based mobile apps that teach mathematics and reading to children ages 4+ through its proprietary DragonBox Method, sold via app stores, school licensing, and the Kahoot!+ subscription.

Operating statusenum
Operating
Ownership categoryenum
Headcount rangeband
1–10
akta.pro rankint
HeadquartersOslo, Norway
HQ citystring
Oslo
HQ countrystring
Norway
HQ regionstring
Europe
Markets served

Serves global market

Offices4 records

Each record includes

City, Country, Type, Description, Source

Keyword5 values
educational game apps, math learning software, children's learning games, school curriculum tools, adaptive learning apps
Industry4 codes
1Math & STEM Learning Technology (incl. Coding/Robotics Platforms)
CodeEDAJAMAGPrimaryYes
2Game-Based CS & Computational Thinking Platforms
CodeEDAFANADPrimaryNo
3Curriculum, Lesson Planning & Instructional Content Platforms
CodeEDAJAMADPrimaryNo
4Virtual Test Prep & Online Supplemental Instruction (K–12)
CodeEDAJADAIPrimaryNo
NAICS code2 codes
  • Educational Support Services61171
  • Educational Support Services611710
SIC code1 code
  • Services-Educational Services8200
Product category
Educational Learning Software
Social media profiles3 records
GTM motion2 records

Each record includes

Type, Description, Source

Revenue model3 records
1Consumer App Sales
TypeOne Time License
Description

Individual app purchases through Apple App Store and Google Play for parents to buy for home use by children.

dragonbox.com
2School/Classroom Licensing
TypeSubscription Recurring
Description

DragonBox School sold directly to schools and school districts as a complete math curriculum. Bulk purchases available for classrooms. DragonBox Skole marketed in Norway for primary school use.

dragonbox.com
3Kahoot!+ Subscription
TypeSubscription Recurring
Description

DragonBox apps available through Kahoot!+ subscription service offering access to all award-winning math and reading apps plus premium Kahoot! features.

dragonbox.com
Marketing channels6 records

Each record includes

Title, Type, Stage, Description, Source

Distribution channels6 records

Each record includes

Title, Type, Scope, Target buyer, Description, Source

Cost components5 values
Personnel, Technology or R&D, Marketing or Sales, Operations, Supply Chain
Pricing details4 tiers
1Free Teacher Access
ModelFreemiumBilling cadenceOthers
Notes

Free individual teacher access to DragonBox games for evaluation purposes. Teachers must register and confirm email to receive access.

dragonbox.com
2Classroom/School Bulk Purchase
ModelSubscriptionBilling cadenceAnnual
Notes

Contact-based pricing for bulk purchases for whole classrooms or schools. DragonBox School sold as complete curriculum with books, manipulatives, and pedagogical software.

dragonbox.com
3Kahoot! Multiplication Free Access
ModelFreemiumBilling cadenceMonthly
Notes

FREE access to 5 challenges per day. Upgrade for unlimited access to all Kahoot! learning apps and premium features.

dragonbox.com
4Individual App Purchase
ModelOne time/ perpetual licenseBilling cadenceOthers
Notes

Apps available for one-time purchase through Apple App Store and Google Play stores.

dragonbox.com
GTM typeB2B and B2C
B2B and B2C
Offering typeSoftware
Software
Brand1 record
1DragonBox
Description

Series of award-winning educational math apps for children including Numbers, Big Numbers, Algebra 5+/12+, Elements, Multiplication, Chess, and Poio (reading)

dragonbox.com
Core offering1 text field

WeWantToKnow (operating as DragonBox) develops and sells a suite of award-winning game-based learning apps that teach mathematics (number sense, algebra, geometry, multiplication) and reading to children ages 4 and up. The company also offers DragonBox School, a complete K-4 mathematics curriculum for primary schools, and distributes its products through the Kahoot!+ subscription service.

Differentiator
Functional benefit
Problem solved
Quantifiable outcome1 of 5 values shown
  • 92.9% mastery of basic linear equations in 1.5 hours of gameplay
+4 more records
Product overview1 text field

DragonBox is an award-winning educational game studio that offers a portfolio of game-based learning apps focused on mathematics and reading for children ages 4+. The product line includes DragonBox Numbers (number sense for ages 4-8), DragonBox BIG Numbers (long addition/subtraction), DragonBox Algebra 5+ and Algebra 12+ (algebra fundamentals to advanced), DragonBox Elements/Geometry (Euclidean proofs), Kahoot! Multiplication (times tables), Learn Chess with DragonBox, and Kahoot! Learn to Read/Poio (reading). The company also offers DragonBox School, a complete mathematics curriculum for primary school grades 1-4 used in schools across Norway and Finland. The apps run on the Kahoot! platform and are available through Apple App Store and Google Play. All products follow the DragonBox Method: a motivation-based learning approach using Engage, Explore, Reflect, and Apply principles.

Product and service9 records
1DragonBox Algebra 5+
CategoryEducational Apps
Description

An intuitive algebra learning game for children ages 5 and up that teaches the process needed to solve basic linear equations. Cards with drawings are gradually replaced with variables and numbers as the learner progresses.

2DragonBox Algebra 12+
CategoryEducational Apps
Description

An advanced algebra game building on Algebra 5+ with more levels and harder equations covering addition, division, multiplication, parentheses, fractions, factorization, and substitution for children ages 12 and up.

3DragonBox Numbers
CategoryEducational Apps
Description

An early math app for children ages 4-8 that teaches number sense through four unique activities featuring the Nooms characters, building understanding, flexibility and fluidity with numbers rather than rote memorization.

4DragonBox BIG Numbers
CategoryEducational Apps
Description

A resource management game for ages 6-9 that teaches big numbers, long addition and subtraction. Players complete 4,000+ operations to gather resources, trade them, and unlock new worlds.

5DragonBox Elements (Geometry)
CategoryEducational Apps
Description

A geometry game for ages 9+ where players save Euclid's Island from a dragon by learning properties, definitions, and relations of geometric shapes through Euclidean proofs.

6Learn Chess with DragonBox
CategoryEducational Apps
Description

A chess learning adventure where players join grandmaster Max to solve puzzles and beat bosses, teaching chess rules through exploration and providing cognitive exercise.

7Kahoot! Multiplication
CategoryEducational Apps
Description

A multiplication game with 20+ mini games that turns memorizing times tables into an engaging experience, adapting to each child's level to ensure mastery of every table.

8Kahoot! Learn to Read (Poio)
CategoryEducational Apps
Description

A reading app that enables children to crack the reading code through exploration of a game world, adapting to individual skill levels and teaching vowels, phonics, and reading through an adventure where children ultimately write their own fairy tale book.

9DragonBox School
CategorySchool Curriculum
Description

A complete mathematics curriculum for primary school grades 1-4 used in Finland and Norway, containing books, manipulatives, and pedagogical software. Marketed as DragonBox Skole in Norway.

Scale indicator8 records

Each record includes

Type, Value, Description, Source

Partnership4 partners
Strategic tierFlagshipTypeStrategic or Co-development PartnerAnnounced on2019-05-01
Description

In May 2019, DragonBox and Kahoot! joined forces. DragonBox became part of the Kahoot! group, with DragonBox operating as a pedagogy studio within Kahoot!. The partnership combined DragonBox's learning games expertise with Kahoot!'s platform to bring educational experiences to more classrooms worldwide. Legal entity became Kahoot DragonBox AS.

2Magnus Carlsen
Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2018-06-01
Description

DragonBox released 'Magnus' Kingdom of Chess' in June 2018, developed in collaboration with world chess champion Magnus Carlsen. The game makes chess fun and easy to learn through an adventure-based format.

dragonbox.com
Strategic tierCoreTypeChannel Partner/ Reseller/ DistributorAnnounced on2015-08-01
Description

DragonBox Algebra and DragonBox Elements entered all classrooms in Uruguay as part of the Ceibal 1:1 Device Project in August 2015. Ceibal distributed DragonBox products to schools throughout Uruguay as part of the national education technology initiative.

Strategic tierFlagshipTypeStrategic or Co-development PartnerAnnounced on2013-06-01
Description

DragonBox partnered with the Center for Game Science at the University of Washington to launch the Algebra Challenge using adaptive versions of DragonBox Algebra. The challenge engaged thousands of students worldwide to study learning patterns and maximize exposure to pre-algebraic concepts. The partnership generated significant research insights on how students learn mathematics.

Recent move7 records

Each record includes

Date, Type, Title, Description, Source

Expansion highlight5 records

Each record includes

Type, Description

Peers10 records
TypeDirect peer
Description

Prodigy is the closest direct competitor: a game-based, RPG-styled K–8 math learning platform sold both direct-to-consumer (freemium subscription) and to schools/districts. It overlaps DragonBox's pedagogy-as-game mechanic, adaptive learning, target age, and dual GTM (consumer app + classroom licensing), and directly competes for the same North American and global K–6 math budgets.

TypeDirect peer
Description

Khan Academy offers a free, mastery-based K–12 math (and reading) experience with adaptive practice, videos, and a teacher/cohort dashboard — directly overlapping DragonBox's core K–12 math learning mission. Khanmigo AI tutoring extends the same teachers-and-parents audience DragonBox targets, and its non-profit/free positioning pressures DragonBox's premium consumer and school pricing.

TypeDirect peer
Description

IXL is a subscription-based K–12 adaptive learning platform covering math, ELA, science, and social studies, sold both to families and to schools/districts. It competes head-to-head with DragonBox School on K–8 math curriculum adoption and with DragonBox's adaptive engine on per-skill mastery-based learning.

TypeDirect peer
Description

Matific is a K–6 game-based math learning platform with strong adoption in Australia, Latin America, and emerging markets and a school-licensing motion. It is the closest competitor to DragonBox School's curriculum-style positioning and competes in the same age range, math domain, and game-based pedagogy niche.

TypeDirect peer
Description

SplashLearn is a K–5 game-based math and reading platform sold via freemium consumer apps and school/district subscriptions. It directly overlaps DragonBox Numbers/Big Numbers and Kahoot! Learn to Read on early-childhood math and reading, targeting the same age 4–8 segment with a similar game-based adaptive approach.

TypeDirect peer
Description

Zearn is a K–5 math curriculum and adaptive companion to classroom instruction, widely adopted in US public school districts (notably as a partner to Eureka Math/EngageNY). It competes directly with DragonBox School for primary-math curriculum adoption and shared with teachers via a freemium classroom dashboard model.

TypeBroad incumbent
Description

Kahoot! is DragonBox's publicly-listed parent company and operates a broader K–12 engagement and assessment platform (live quizzes, study, apps). Although it owns DragonBox, it is the most relevant strategic peer because DragonBox's content is distributed and monetized via the Kahoot!+ subscription and the Kahoot teacher/school dashboard — i.e., DragonBox competes for the same school wallets as Kahoot's broader portfolio and adjacent EdTech products.

TypeEmerging player
Description

Photomath (now part of Google) is a mobile-first K–12 and higher-ed math helper that uses computer vision and step-by-step guidance to solve and explain math problems. It overlaps DragonBox's middle-school/algebra audience on mobile math learning but is positioned as a homework/just-in-time aid rather than an in-classroom curriculum.

TypeBroad incumbent
Description

Duolingo is the gold-standard game-based, mobile-first learning app and a clear reference point for DragonBox's gamified pedagogy and freemium consumer motion. While Duolingo's core subject (language) differs, it competes with Kahoot! Learn to Read/Poio and Poio in the children's early-learning app category and sets the consumer-acquisition benchmark DragonBox is benchmarked against.

TypeEmerging player
Description

Osmo is a hybrid physical-digital learning system for kids (iPad-based manipulatives + apps) covering early math, reading, coding, and STEM. It overlaps DragonBox on the early-childhood math experience layer (Number Sense, geometry, algebra-ready play), and competes for the same parents-and-schools discretionary budget via a slightly different (hardware-plus-app) delivery model.

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 risks6 records

Each record includes

Headline, Details, Source

Key highlights7 records

Each record includes

Headline, Details, Source

Customer concentration

Classification, Details

Named customers5 records

Each record includes

Name, Industry, Type, Use case, Source, UUID

Segment5 records

Each record includes

Title, Type, Primary, Description, Pain point addressed, Use case, Source

Ideal customer profile3 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

Feature4 records

Each record includes

Title, Differentiator, Description, Source

Core technology
Revenue estimate
Valuation estimate
Number of profiles
Profiles9 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 rounds1 record

Each record includes

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

Investors1 record

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 →

WeWantToKnow (DragonBox)

Educational Learning Softwaredragonbox.com

WeWantToKnow (DragonBox), a wholly-owned Kahoot! subsidiary since 2019, develops award-winning game-based mobile apps that teach mathematics and reading to children ages 4+ through its proprietary DragonBox Method, sold via app stores, school licensing, and the Kahoot!+ subscription.

What WeWantToKnow (DragonBox) does

WeWantToKnow, operating as DragonBox and legally constituted as Kahoot DragonBox AS (Orgnr: 922 693 021), is a Norwegian game-based learning studio founded in Oslo in 2012 by math teacher Jean-Baptiste Huynh and cognitive scientist Patrick Marchal, PhD. The company develops a portfolio of educational mobile applications that teach mathematics and reading to children aged 4 and above through visual, game-driven mechanics grounded in the proprietary "DragonBox Method" — a motivation-based pedagogical framework (Engage, Explore, Reflect, Apply). Its core technology centers on digital manipulatives (the "Nooms" characters inspired by Cuisenaire and Montessori rods) and adaptive progression logic that adjusts challenge level to a learner's pace, delivered through native iOS, Android, and Chromebook apps plus a complete K-4 mathematics curriculum (DragonBox School / DragonBox Skole).

DragonBox monetizes through three channels: (1) one-time consumer app purchases on Apple App Store and Google Play (covering Numbers, Big Numbers, Algebra 5+, Algebra 12+, Elements/Geometry, Multiplication, Learn Chess, and Kahoot! Learn to Read/Poio); (2) annual subscription licensing of DragonBox School to schools and districts, with a Norwegian-language "DragonBox Skole" edition sold directly into primary schools; and (3) inclusion in the parent company's Kahoot!+ subscription bundle. The go-to-market combines product-led growth (freemium teacher access, app store discovery) with a sales-led motion for institutional school contracts. Institutional deployments include Uruguay's national Ceibal 1:1 device program (since August 2015), full-curriculum adoption in Finland and Norway schools (since August 2018), and a Skedsmo County, Norway pilot (2016). The company has been a wholly-owned subsidiary of Kahoot! AS since May 2019, operating as a pedagogy studio within the Kahoot! group with team presence in Norway, France, and Finland.

WeWantToKnow (DragonBox) firmographics

Firmographics
Name
WeWantToKnow (DragonBox)
Legal name
Kahoot DragonBox AS
Website
https://dragonbox.com
Company type
Private
Founded year
2012
Operating status
Operating
Headcount range
1–10 employees
Short description
WeWantToKnow (DragonBox), a wholly-owned Kahoot! subsidiary since 2019, develops award-winning game-based mobile apps that teach mathematics and reading to children ages 4+ through its proprietary DragonBox Method, sold via app stores, school licensing, and the Kahoot!+ subscription.
Ownership category
akta.pro rank

WeWantToKnow (DragonBox) industry classification

Industry
Product category
Educational Learning Software
NAICS
Educational Support Services (61171), Educational Support Services (611710)
SIC
Services-Educational Services (8200)
akta.pro primary industry
Math & STEM Learning Technology (incl. Coding/Robotics Platforms) (EDAJAMAG)
akta.pro secondary industries
Game-Based CS & Computational Thinking Platforms (EDAFANAD), Curriculum, Lesson Planning & Instructional Content Platforms (EDAJAMAD), Virtual Test Prep & Online Supplemental Instruction (K–12) (EDAJADAI)

Keywords

  • Educational game apps
  • Math learning software
  • Children's learning games
  • School curriculum tools
  • Adaptive learning apps

Where WeWantToKnow (DragonBox) is headquartered

Location

Headquarters

HQ city
Oslo
HQ country
Norway
HQ region
Europe

Offices4 records

Markets served

WeWantToKnow (DragonBox) business model

Business model
GTM type
B2B and B2C
Offering type
Software
Cost components
Personnel, Technology or R&D, Marketing or Sales, Operations, Supply Chain

Revenue model

  1. Consumer App Sales: Individual app purchases through Apple App Store and Google Play for parents to buy for home use by children.
  2. School/Classroom Licensing: DragonBox School sold directly to schools and school districts as a complete math curriculum. Bulk purchases available for classrooms. DragonBox Skole marketed in Norway for primary school use.
  3. Kahoot!+ Subscription: DragonBox apps available through Kahoot!+ subscription service offering access to all award-winning math and reading apps plus premium Kahoot! features.

Pricing tiers

ModelBillingPrice
FreemiumOthersFree Teacher Access
SubscriptionAnnualClassroom/School Bulk Purchase
FreemiumMonthlyKahoot! Multiplication Free Access
One time/ perpetual licenseOthersIndividual App Purchase

Go-to-market motion2 records

Distribution channels6 records

Marketing channels6 records

WeWantToKnow (DragonBox) product offering

Product offering

Core offering

WeWantToKnow (operating as DragonBox) develops and sells a suite of award-winning game-based learning apps that teach mathematics (number sense, algebra, geometry, multiplication) and reading to children ages 4 and up. The company also offers DragonBox School, a complete K-4 mathematics curriculum for primary schools, and distributes its products through the Kahoot!+ subscription service.

Product overview

DragonBox is an award-winning educational game studio that offers a portfolio of game-based learning apps focused on mathematics and reading for children ages 4+. The product line includes DragonBox Numbers (number sense for ages 4-8), DragonBox BIG Numbers (long addition/subtraction), DragonBox Algebra 5+ and Algebra 12+ (algebra fundamentals to advanced), DragonBox Elements/Geometry (Euclidean proofs), Kahoot! Multiplication (times tables), Learn Chess with DragonBox, and Kahoot! Learn to Read/Poio (reading). The company also offers DragonBox School, a complete mathematics curriculum for primary school grades 1-4 used in schools across Norway and Finland. The apps run on the Kahoot! platform and are available through Apple App Store and Google Play. All products follow the DragonBox Method: a motivation-based learning approach using Engage, Explore, Reflect, and Apply principles.

Differentiator

Problem solved

Functional benefit

Brands

  • DragonBox: Series of award-winning educational math apps for children including Numbers, Big Numbers, Algebra 5+/12+, Elements, Multiplication, Chess, and Poio (reading)

Products and services

  • DragonBox Algebra 5+ An intuitive algebra learning game for children ages 5 and up that teaches the process needed to solve basic linear equations. Cards with drawings are gradually replaced with variables and numbers as the learner progresses.
  • DragonBox Algebra 12+ An advanced algebra game building on Algebra 5+ with more levels and harder equations covering addition, division, multiplication, parentheses, fractions, factorization, and substitution for children ages 12 and up.
  • DragonBox Numbers An early math app for children ages 4-8 that teaches number sense through four unique activities featuring the Nooms characters, building understanding, flexibility and fluidity with numbers rather than rote memorization.
  • DragonBox BIG Numbers A resource management game for ages 6-9 that teaches big numbers, long addition and subtraction. Players complete 4,000+ operations to gather resources, trade them, and unlock new worlds.
  • DragonBox Elements (Geometry) A geometry game for ages 9+ where players save Euclid's Island from a dragon by learning properties, definitions, and relations of geometric shapes through Euclidean proofs.
  • Learn Chess with DragonBox A chess learning adventure where players join grandmaster Max to solve puzzles and beat bosses, teaching chess rules through exploration and providing cognitive exercise.
  • Kahoot! Multiplication A multiplication game with 20+ mini games that turns memorizing times tables into an engaging experience, adapting to each child's level to ensure mastery of every table.
  • Kahoot! Learn to Read (Poio) A reading app that enables children to crack the reading code through exploration of a game world, adapting to individual skill levels and teaching vowels, phonics, and reading through an adventure where children ultimately write their own fairy tale book.
  • DragonBox School A complete mathematics curriculum for primary school grades 1-4 used in Finland and Norway, containing books, manipulatives, and pedagogical software. Marketed as DragonBox Skole in Norway.

Quantifiable outcome

  • 92.9% mastery of basic linear equations in 1.5 hours of gameplay
  • +4 more outcomes

Companies that use WeWantToKnow (DragonBox)

Customer profile

Named customers5 records

Segments5 records

Ideal customer profiles3 records

WeWantToKnow (DragonBox) technology and API

Technology

Technology focussed Yes

API detail

Has API
No
API docs
API detail

Core technology

AI maturity

App detail

Feature4 records

WeWantToKnow (DragonBox) partnerships and signals

Strategic signal

Partnerships

Four partnerships are on record, tiered flagship and core.

  • Kahoot! ASflagshipStrategic or Co-development Partner · 1 May 2019In May 2019, DragonBox and Kahoot! joined forces. DragonBox became part of the Kahoot! group, with DragonBox operating as a pedagogy studio within Kahoot!. The partnership combined DragonBox's learning games expertise with Kahoot!'s platform to bring educational experiences to more classrooms worldwide. Legal entity became Kahoot DragonBox AS.
  • Magnus CarlsencoreStrategic or Co-development Partner · 1 June 2018DragonBox released 'Magnus' Kingdom of Chess' in June 2018, developed in collaboration with world chess champion Magnus Carlsen. The game makes chess fun and easy to learn through an adventure-based format.
  • Ceibal (Uruguay)coreChannel Partner/ Reseller/ Distributor · 1 August 2015DragonBox Algebra and DragonBox Elements entered all classrooms in Uruguay as part of the Ceibal 1:1 Device Project in August 2015. Ceibal distributed DragonBox products to schools throughout Uruguay as part of the national education technology initiative.
  • Center for Game Science at University of WashingtonflagshipStrategic or Co-development Partner · 1 June 2013DragonBox partnered with the Center for Game Science at the University of Washington to launch the Algebra Challenge using adaptive versions of DragonBox Algebra. The challenge engaged thousands of students worldwide to study learning patterns and maximize exposure to pre-algebraic concepts. The partnership generated significant research insights on how students learn mathematics.

Scale indicators8 records

Recent moves7 records

Expansion highlights5 records

WeWantToKnow (DragonBox) competitors and assessment

Company assessment

Direct peers

  • Prodigy Education: Prodigy is the closest direct competitor: a game-based, RPG-styled K–8 math learning platform sold both direct-to-consumer (freemium subscription) and to schools/districts. It overlaps DragonBox's pedagogy-as-game mechanic, adaptive learning, target age, and dual GTM (consumer app + classroom licensing), and directly competes for the same North American and global K–6 math budgets.
  • Khan Academy: Khan Academy offers a free, mastery-based K–12 math (and reading) experience with adaptive practice, videos, and a teacher/cohort dashboard — directly overlapping DragonBox's core K–12 math learning mission. Khanmigo AI tutoring extends the same teachers-and-parents audience DragonBox targets, and its non-profit/free positioning pressures DragonBox's premium consumer and school pricing.
  • IXL Learning: IXL is a subscription-based K–12 adaptive learning platform covering math, ELA, science, and social studies, sold both to families and to schools/districts. It competes head-to-head with DragonBox School on K–8 math curriculum adoption and with DragonBox's adaptive engine on per-skill mastery-based learning.
  • Matific: Matific is a K–6 game-based math learning platform with strong adoption in Australia, Latin America, and emerging markets and a school-licensing motion. It is the closest competitor to DragonBox School's curriculum-style positioning and competes in the same age range, math domain, and game-based pedagogy niche.
  • SplashLearn: SplashLearn is a K–5 game-based math and reading platform sold via freemium consumer apps and school/district subscriptions. It directly overlaps DragonBox Numbers/Big Numbers and Kahoot! Learn to Read on early-childhood math and reading, targeting the same age 4–8 segment with a similar game-based adaptive approach.
  • Zearn Math: Zearn is a K–5 math curriculum and adaptive companion to classroom instruction, widely adopted in US public school districts (notably as a partner to Eureka Math/EngageNY). It competes directly with DragonBox School for primary-math curriculum adoption and shared with teachers via a freemium classroom dashboard model.

Broad incumbents

  • Kahoot!: Kahoot! is DragonBox's publicly-listed parent company and operates a broader K–12 engagement and assessment platform (live quizzes, study, apps). Although it owns DragonBox, it is the most relevant strategic peer because DragonBox's content is distributed and monetized via the Kahoot!+ subscription and the Kahoot teacher/school dashboard — i.e., DragonBox competes for the same school wallets as Kahoot's broader portfolio and adjacent EdTech products.
  • Duolingo: Duolingo is the gold-standard game-based, mobile-first learning app and a clear reference point for DragonBox's gamified pedagogy and freemium consumer motion. While Duolingo's core subject (language) differs, it competes with Kahoot! Learn to Read/Poio and Poio in the children's early-learning app category and sets the consumer-acquisition benchmark DragonBox is benchmarked against.

Emerging players

  • Photomath: Photomath (now part of Google) is a mobile-first K–12 and higher-ed math helper that uses computer vision and step-by-step guidance to solve and explain math problems. It overlaps DragonBox's middle-school/algebra audience on mobile math learning but is positioned as a homework/just-in-time aid rather than an in-classroom curriculum.
  • Osmo (PlayMonster): Osmo is a hybrid physical-digital learning system for kids (iPad-based manipulatives + apps) covering early math, reading, coding, and STEM. It overlaps DragonBox on the early-childhood math experience layer (Number Sense, geometry, algebra-ready play), and competes for the same parents-and-schools discretionary budget via a slightly different (hardware-plus-app) delivery model.

Market position

Strengths4 records

Weaknesses4 records

Competitive moat5 records

Key risks6 records

Key highlights7 records

Customer concentration

WeWantToKnow (DragonBox) social profiles

Digital presence

WeWantToKnow (DragonBox) financial estimates

Financial estimate

Revenue estimate

Valuation estimate

WeWantToKnow (DragonBox) leadership team

Management profile

Number of profiles

Profiles9 records

WeWantToKnow (DragonBox) funding detail

Funding detail

Funding overview

Funding rounds1 record

Investors1 record

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

WeWantToKnow (DragonBox) 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 WeWantToKnow (DragonBox)

What does WeWantToKnow (DragonBox) do?

WeWantToKnow (operating as DragonBox) develops and sells a suite of award-winning game-based learning apps that teach mathematics (number sense, algebra, geometry, multiplication) and reading to children ages 4 and up. The company also offers DragonBox School, a complete K-4 mathematics curriculum for primary schools, and distributes its products through the Kahoot!+ subscription service.

Is WeWantToKnow (DragonBox) a public or private company?

WeWantToKnow (DragonBox) is a private company. It is classified as corporate owned and is currently operating.

When was WeWantToKnow (DragonBox) founded?

WeWantToKnow (DragonBox) was founded in 2012. It employs 1 to 10 people.

Where is WeWantToKnow (DragonBox) based?

WeWantToKnow (DragonBox) is headquartered in Oslo, Norway, in the Europe region.

How does WeWantToKnow (DragonBox) make money?

Three revenue lines are on record. Consumer App Sales are the primary driver. The others are school/Classroom Licensing and kahoot!+ Subscription.

Who are WeWantToKnow (DragonBox)'s main competitors?

Direct peers on record are Prodigy Education, Khan Academy, IXL Learning, Matific, SplashLearn and Zearn Math. Broad incumbents are Kahoot! and Duolingo. Emerging players are Photomath and Osmo (PlayMonster).

Does WeWantToKnow (DragonBox) have an API?

No public API is recorded for WeWantToKnow (DragonBox).

What industry is WeWantToKnow (DragonBox) in?

WeWantToKnow (DragonBox)'s product category is Educational Learning Software. Its primary akta.pro industry code is EDAJAMAG, Math & STEM Learning Technology (incl. Coding/Robotics Platforms), with a secondary code of EDAFANAD, Game-Based CS & Computational Thinking Platforms. Its NAICS code is 61171 and its SIC code is 8200.

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PR NewswireKahoot! Launches Reading App Poio In The U.S., Adding To E-Learning Toolset With DragonBoxKahoot! launched its reading app Poio in the U.S., expanding its portfolio of e-learning tools that includes DragonBox, which were both acquired by Kahoot! in 2019. The app targets children aged three to eight and is priced at $4.99, joining other educational offerings amid increased demand for remote learning resources due to school closures.Pulse 2.0Kahoot! Has Acquired Math App Company DragonBox For A Reported $18 MillionKahoot! acquired DragonBox, a math-app startup, for a reported $18 million in cash and shares. The deal values DragonBox near $400 million, up from its previous $376 million valuation, and Kahoot! will integrate DragonBox's math apps into its platform.PR NewswireKahoot! y DragonBox aúnan fuerzas para crear una experiencia formidable de aprendizaje matemático para todosKahoot! has acquired DragonBox to enhance math learning experiences for users worldwide. The collaboration aims to integrate DragonBox's engaging math applications with Kahoot! 's extensive user community, potentially reaching hundreds of millions of learners. This acquisition supports Kahoot!’s mission to create a leading global learning community.PR NewswireKahoot! und DragonBox bündeln ihre Kräfte, um allen ein unglaubliches Erlebnis beim Mathe-Lernen zu ermöglichenKahoot! announced the acquisition of DragonBox, a game-based learning studio known for its math education apps. This strategic move combines DragonBox's specialized curriculum and user base with Kahoot! 's global community to enhance the mathematics learning experience. Further details regarding the integration are scheduled to be released during Kahoot! 's corporate update on June 12, 2019.PR NewswireKahoot! e DragonBox unem forças para criar uma experiência de matemática incrível para todosKahoot!, a global game-based learning platform, announced the acquisition of DragonBox, an award-winning game-based learning studio and creator of popular math education apps. The deal combines DragonBox's math learning apps with Kahoot! 's platform, which serves hundreds of millions of users in over 200 countries. The acquisition aims to strengthen Kahoot! 's platform with DragonBox's award-winning math learning apps, curriculum, and community to enhance the learning experience for users worldwide.GlobeNewswireWeWantToKnow awarded as Telenor's Digital Winner 2013WeWantToKnow won the Telenor Digital Winners Award at a dinner in Fornebu, Norway, on November 8, 2013, beating 95 applicants from Norway, Sweden, and Denmark. The French-Norwegian start-up, known for its DragonBox learning games, received NOK 200,000 and a partnership with Telenor Digital. The jury cited its potential to expand globally, including in Bangladesh and Bulgaria.