Eduzo
Eduzo builds an AI-powered, motion- and gesture-based game-learning platform for K-5 students, layering computer vision, voice, and AR onto curriculum-aligned content across 8+ frameworks. It sells school subscriptions in India and the GCC and a consumer Eduzo Kit via app stores.
- Company typePrivate
- Founded2019
- HeadquartersSan Francisco, United States
- Headcount1–10
- GTM typeB2B and B2C
- OfferingSoftware
What Eduzo does
Eduzo builds an AI-powered, multimodal game-based learning platform for K-5 (Kindergarten through Grade 5) students, combining high-precision camera-based motion tracking, gesture recognition, computer vision (writing/drawing stroke guidance), voice interaction, and augmented reality. The product surface comprises three interlocking components: the Eduzo Kit (physical learning materials — flashcards, drawing book, dice, tokens, connector wires — paired with software access), Snap to Game (a generative AI feature that converts uploaded worksheets, textbook pages, or lesson plans into curriculum-aligned gesture-powered games without coding), and an AI Reports Dashboard that maps learning to Bloom's Taxonomy stages and tracks happiness, focus, and mistake-recovery metrics. The underlying stack is distributed across iOS, macOS, Android, Windows, and web, and the content library exceeds 500 interactive games covering Math and English aligned to 8+ curriculum frameworks (CBSE/NEP 2020/FLN, ICSE, IB PYP, IGCSE/CAIE, American Common Core) plus instructional frameworks (Bloom's, SOLO, DOK).
The company operates a two-sided go-to-market. The B2B motion is sales-led, with direct school demos, a 'Book a Demo' CTA, quote-based enterprise subscriptions with multi-year contracts, and special school pricing — currently reaching named Indian schools such as KRM Group of Schools, St. Xaviers, Gateway International, Mahatma Global Gateway, and Hello Kids Bangalore, with cited engagement of 20,000+ active learners and 10,000+ sessions. The B2C motion is product-led through app stores and a wishlist CTA for the physical Eduzo Kit, targeting parents seeking alternatives to passive screen time. Operations are anchored in India (Bengaluru HQ, Chennai office, founder Kundavai Arivudainambi under entity Eduzo Games India Private Limited) with a GCC regional headquarters in Dubai, and the company has been featured in IndiaAI and Times of India and selected into the Apple App Accelerator. The company is privately held, founder/backstop-owned with no disclosed funding rounds, and discloses COPPA, FERPA, and GDPR compliance.
Eduzo firmographics
Firmographics- Name
- Eduzo
- Legal name
- Eduzo Games India Private Limited
- Website
- https://eduzo.com
- Company type
- Private
- Founded year
- 2019
- Operating status
- Operating
- Headcount range
- 1–10 employees
- Short description
- Eduzo builds an AI-powered, motion- and gesture-based game-learning platform for K-5 students, layering computer vision, voice, and AR onto curriculum-aligned content across 8+ frameworks. It sells school subscriptions in India and the GCC and a consumer Eduzo Kit via app stores.
- Ownership category
- akta.pro rank
Eduzo industry classification
Industry- Product category
- K-12 Educational Technology (EdTech Software)
- NAICS
- Educational Support Services (61171), Software Publishers (5132), Educational Support Services (611710)
- SIC
- Services-Educational Services (8200), Services-Prepackaged Software (7372)
- akta.pro primary industry
- Game-Based Learning & Gamification Authoring (EDAFAHAF)
- akta.pro secondary industries
- AI-Powered Tutoring & Study Assistant Platforms (EDANAGAD), Learning Device Ecosystems & 1:1 Program Solutions (Devices, MDM, Charging) (EDAJAMAL), Education & Learning Personalization (HDAAAGAL)
Keywords
Where Eduzo is headquartered
LocationHeadquarters
- HQ city
- San Francisco
- HQ country
- United States
- HQ region
- North America
Offices3 records
Markets served
Eduzo business model
Business model- GTM type
- B2B and B2C
- Offering type
- Software
- Cost components
- Personnel, Technology or R&D, Operations, Marketing or Sales, Infrastructure, Supply Chain
Revenue model
- School Subscriptions: Access to certain features requires paid subscription. Subscription pricing, billing cycles, and payment terms governed by applicable agreements, quotations, purchase orders, or invoices issued by Eduzo. School-specific pricing is available upon request.
Pricing tiers
| Model | Billing | Price |
|---|---|---|
| Subscription | Multi-year contract | School Pricing - Quote-based enterprise tier |
Go-to-market motion2 records
Distribution channels5 records
Marketing channels5 records
Eduzo product offering
Product offeringCore offering
Eduzo sells an AI-powered, motion-driven game-based learning platform for K-5 students, delivered as the Eduzo Kit (a physical bundle of motion cards, flashcards, dice, tokens, drawing book, and connector wires) paired with cross-platform software available on web, iOS, Android, Mac, and Windows. The platform combines camera-based gesture tracking, computer vision, voice recognition, augmented reality, and a curriculum-aligned game library of 100+ titles mapped to Bloom's Taxonomy. For schools, Eduzo offers subscription-based access with curriculum alignment across CBSE, ICSE, IB, IGCSE, American Common Core, NEP 2020, and FLN frameworks, supported by an AI Reports Dashboard for real-time learning analytics.
Product overview
Eduzo is an AI-powered game-based learning platform for K-5 students offered as a unified product combining physical and digital components. The core offering includes the Eduzo Kit (physical learning materials including flashcards, dice, tokens, drawing book, connector wires, and access to 100+ games) paired with the AI-powered software platform (Snap to Game, AI Reports Dashboard). The platform transforms any TV into an immersive learning experience using motion-based, gesture-powered, and AI-generated educational games. Snap to Game enables instant curriculum-aligned game creation from uploaded worksheets. The AI Reports Dashboard provides real-time learning analytics. For schools, Eduzo offers curriculum-aligned lesson planning, classroom activity building, and student tracking tools with special school pricing. All offerings are built around Bloom's Taxonomy and support CBSE, ICSE, IB, IGCSE, FLN, and American Common Core curriculum frameworks.
Differentiator
Problem solved
Functional benefit
Products and services
- Eduzo Kit
Quantifiable outcome
- 3.4x more engagement verified across 20,000+ learners
- +4 more outcomes
Companies that use Eduzo
Customer profileNamed customers5 records
Segments5 records
Ideal customer profiles2 records
Eduzo technology and API
TechnologyTechnology focussed Yes
API detail
- Has API
- No
- API docs
- API detail
Core technology
AI maturity
App detail
AI capability9 records
Feature8 records
Eduzo partnerships and signals
Strategic signalScale indicators6 records
Recent moves6 records
Expansion highlights5 records
Eduzo competitors and assessment
Company assessmentDirect peers
- Matific: Matific delivers game-based, curriculum-aligned math activities for K–6, sold directly to schools. Closely comparable to Eduzo's curriculum-aligned, K–5, school-purchased math game offering.
- DragonBox: DragonBox produces math game apps (numbers, algebra, geometry) for elementary learners, with strong school distribution in Europe and North America. Overlaps Eduzo on K–5 gameified math and geometry.
- Osmo: Osmo builds physical-digital hybrid learning kits that pair tangible pieces with an iPad/tablet to deliver game-based K–3 lessons. Closest direct analogue to Eduzo on physical+AI gameplay for early-grade classrooms.
- Prodigy Education: Prodigy runs a game-based math platform for grades 1–8 with curriculum alignment and a freemium-to-school motion. Direct competitor for school-purchased K–5 game-based math practice.
- Tynker: Tynker offers game- and block-based learning (creative coding, math, literacy) for K–8 via a school and consumer sales motion. Comparable in target age, school distribution, and game-driven pedagogy.
- Motion Math: Motion Math created gesture- and motion-based math games for K–5 learners, sharing Eduzo's premise that physical movement drives conceptual learning. Direct competitor in the motion-math category.
Broad incumbents
- Byju's: Byju's is India's largest K–12 edtech player with game-based learning modules inside a broader tutoring ecosystem. Competes with Eduzo for Indian school budgets and parent wallets, though at vastly larger scale.
- Kahoot!: Kahoot! is a publicly listed game-based learning platform used across K–12 and corporate training. Eduzo competes for a slice of the same 'game-based classroom engagement' budget, but Kahoot is far broader and a more general-purpose tool.
- SMART Technologies: SMART Technologies sells interactive displays and classroom software used in K–12 globally. Overlaps Eduzo at the physical-classroom technology layer but operates across a much broader product portfolio.
Regional players
- Embibe: Embibe is an India-focused AI learning and test-prep platform serving K–12. Comparable on AI-driven personalization for Indian curricula, though aimed at higher grades and exam outcomes than Eduzo.
Market position
Strengths5 records
Weaknesses5 records
Competitive moat5 records
Key risks6 records
Key highlights7 records
Customer concentration
Eduzo social profiles
Digital presenceEduzo compliance and trust
Trust signalCompliance3 records
Eduzo financial estimates
Financial estimateRevenue estimate
Valuation estimate
Eduzo leadership team
Management profileNumber of profiles
Profiles1 record
Eduzo funding detail
Funding detailFunding overview
Funding rounds
Investors
Funding detail is available on the Subscription and Enterprise plan.Contact sales →
Eduzo M&A and investment
M&A and investmentM&A
Investments
M&A and investment is available on the Subscription and Enterprise plan.Contact sales →
Frequently asked questions about Eduzo
What does Eduzo do?
Eduzo sells an AI-powered, motion-driven game-based learning platform for K-5 students, delivered as the Eduzo Kit (a physical bundle of motion cards, flashcards, dice, tokens, drawing book, and connector wires) paired with cross-platform software available on web, iOS, Android, Mac, and Windows. The platform combines camera-based gesture tracking, computer vision, voice recognition, augmented reality, and a curriculum-aligned game library of 100+ titles mapped to Bloom's Taxonomy. For schools, Eduzo offers subscription-based access with curriculum alignment across CBSE, ICSE, IB, IGCSE, American Common Core, NEP 2020, and FLN frameworks, supported by an AI Reports Dashboard for real-time learning analytics.
Is Eduzo a public or private company?
Eduzo is a private company. It is classified as founder individual operated bootstrapped and is currently operating.
When was Eduzo founded?
Eduzo was founded in 2019. It employs 1 to 10 people.
Where is Eduzo based?
Eduzo is headquartered in San Francisco, United States, in the North America region.
How does Eduzo make money?
One revenue line is on record: school Subscriptions.
Who are Eduzo's main competitors?
Direct peers on record are Matific, DragonBox, Osmo, Prodigy Education, Tynker and Motion Math. Broad incumbents are Byju's, Kahoot! and SMART Technologies. Embibe is listed as a regional player.
Does Eduzo have an API?
No public API is recorded for Eduzo.
What industry is Eduzo in?
Eduzo's product category is K-12 Educational Technology (EdTech Software). Its primary akta.pro industry code is EDAFAHAF, Game-Based Learning & Gamification Authoring, with a secondary code of EDANAGAD, AI-Powered Tutoring & Study Assistant Platforms. Its NAICS code is 61171 and its SIC code is 8200.