Sony Global Education
Sony Global Education is a Tokyo-based, Sony Group-owned STEAM education technology company that develops robotics kits (KOOV), AI-powered math learning services (LOGIQ LABO), and digital creation platforms (PROC) primarily serving Japanese children, families, and K-12 educational institutions.
- Company typePrivate
- Founded2015
- HeadquartersTokyo, Japan
- Headcount501–1,000
- GTM typeB2B and B2C
- OfferingSoftware
What Sony Global Education does
Sony Global Education, Inc. is a wholly-owned subsidiary of Sony Group Corporation, incorporated in Japan on April 1, 2015, and headquartered in Tokyo's Shinagawa ward. The company develops and distributes STEAM (Science, Technology, Engineering, Arts, Mathematics) education products and services primarily targeting Japanese children aged approximately 5-12 and the educational institutions that serve them. Its product portfolio centers on three core offerings: KOOV, a robot programming learning kit that combines physical construction with visual programming; LOGIQ LABO, an AI-powered elementary-school math and STEM home learning service; and PROC, a digital creation and exploration platform that develops information literacy. Beyond software and hardware, the company publishes educational books including the '5-Minute Logical Thinking Drill' and '2040 Education Future' (by founder Masaaki Isozu) and operates the Global Math Challenge competition with paid features.
Sony Global Education firmographics
Firmographics- Name
- Sony Global Education
- Legal name
- Sony Global Education, Inc.
- Website
- https://sonyged.com
- Company type
- Private
- Founded year
- 2015
- Operating status
- Operating
- Headcount range
- 501–1,000 employees
- Short description
- Sony Global Education is a Tokyo-based, Sony Group-owned STEAM education technology company that develops robotics kits (KOOV), AI-powered math learning services (LOGIQ LABO), and digital creation platforms (PROC) primarily serving Japanese children, families, and K-12 educational institutions.
- Ownership category
- akta.pro rank
Sony Global Education industry classification
Industry- Product category
- Educational Technology
- NAICS
- Educational Support Services (611710), Computer Training (61142), Business Schools and Computer and Management Training (6114)
- SIC
- Services-Educational Services (8200), Services-Prepackaged Software (7372)
- akta.pro primary industry
- Math & STEM Learning Technology (incl. Coding/Robotics Platforms) (EDAJAMAG)
- akta.pro secondary industries
- K–12 Digital Curriculum & Interactive Lessons (EDAGAEAA), Curriculum, Lesson Planning & Instructional Content Platforms (EDAJAMAD)
Keywords
Where Sony Global Education is headquartered
LocationHeadquarters
- HQ city
- Tokyo
- HQ country
- Japan
- HQ region
- Asia
Offices1 record
Markets served
Sony Global Education business model
Business model- GTM type
- B2B and B2C
- Offering type
- Software
- Cost components
- Personnel, Technology or R&D, Marketing or Sales, Operations, Infrastructure
Revenue model
- KOOV Robot Kit Sales: Sale of physical KOOV robot programming learning kits. Customers purchase the hardware product outright.
- LOGIQ LABO Subscription: AI-powered math and STEM learning service for elementary school students, delivered as a subscription (implied by service tier discussions and dedicated support contacts).
- PROC Digital Platform: Digital creation platform for children targeting information literacy and first creative projects.
- Global Math Challenge (世界趣味数学挑战赛): Global math competition service with some paid features. The terms reference paid features and fee structures for the math challenge service.
- Book Publications: Sale of educational books including '5 Minute Logical Thinking Drill' and '2040 Education Future' written by the company's founder.
Pricing tiers
| Model | Billing | Price |
|---|---|---|
| Unit Pricing | One time/ perpetual license | KOOV - Physical robot kit for individual/home use |
| Quote-based/ custom | Multi-year contract | KOOV - Institutional/Educational purchase |
| Subscription | Annual | LOGIQ LABO - Home learning subscription |
| Transaction based/ take rate | Pay-as-you-go | Global Math Challenge - Competition participation |
Go-to-market motion2 records
Distribution channels7 records
Marketing channels9 records
Sony Global Education product offering
Product offeringCore offering
Sony Global Education develops and provides STEAM education products and services for children and educational institutions. Its portfolio includes the KOOV robot programming learning kit for hands-on robotics and coding, the LOGIQ LABO AI-powered elementary math and STEM learning service delivered as an online subscription, and the PROC digital creation platform for building information literacy, supplemented by educational books on logical thinking and the future of education.
Product overview
Sony Global Education operates a multi-product STEAM education portfolio consisting of three main products: KOOV® (robot programming learning kit), LOGIQ LABO® (elementary school home learning service with AI-powered exploratory learning), and PROC® (digital creation and exploration platform). The company also publishes educational books including the '5-Minute Logical Thinking Drill' and '2040 Education Future.' All products focus on developing 21st-century skills and STEAM talent through creative learning experiences that combine technology and creativity.
Differentiator
Problem solved
Functional benefit
Brands
- KOOV®: Robot programming learning kit designed for children to foster curiosity, creativity, and future-oriented thinking skills through hands-on robot building and coding experiences.
- LOGIQ LABO®
- PROC®
Products and services
- KOOV Robot Programming Learning Kit Robot programming learning kit that fosters inquiry spirit, creativity, and forward-thinking skills in children through hands-on robot building and programming experience. Sold to individual consumers, families, and educational institutions including K-12 schools and afterschool programs.
- LOGIQ LABO Elementary school home learning service combining math and science training materials with AI-powered exploratory learning content to develop STEM-oriented thinking capabilities in children. Delivered as an online subscription service for individual learners and afterschool programs.
- PROC Digital Creation Platform Web-based digital creation and exploration platform that familiarizes users with computers, builds information literacy, and supports first creative aspirations through digital production activities for children.
- 5-Minute Logical Thinking Drill (5分で論理的思考力ドリル) Educational book organizing logical thinking skills into five thinking circuits, featuring challenging problems suitable for both children and adults.
- 2040 Education Future (2040 教育のミライ) Book authored by Sony Global Education founder Masaaki Isozu discussing the science of learning that will transform education in the future.
- Global Math Challenge (世界趣味数学挑战赛) International online math competition service accessible globally with paid participation features for certain competition activities, targeting participants in Japan and the United States.
Companies that use Sony Global Education
Customer profileNamed customers1 record
Segments3 records
Ideal customer profiles2 records
Sony Global Education technology and API
TechnologyTechnology focussed Yes
API detail
- Has API
- No
- API docs
- API detail
Core technology
AI maturity
App detail
Feature4 records
Sony Global Education partnerships and signals
Strategic signalPartnerships
Twelve partnerships are on record, tiered core and minor.
- Seiko Gakuin Junior & Senior High School (聖光学院中学校・高等学校)coreJapanese educational institution partnership. The company collaborates with schools to develop and deploy new educational services and platforms, integrating Sony's technology with institutional curriculum needs.
- Seiwa Gakuin Junior & Senior High School, Kindergarten & Second Kindergarten (聖和学院中学校・高等学校・幼稚園・第二幼稚園)corePartnership with comprehensive Japanese educational institution spanning junior/senior high school and kindergarten, enabling age-diverse STEAM education deployment.
- Trygroup Inc. (株式会社トライグループ)coreMajor Japanese tutoring and education company partnership for developing and deploying educational services and platforms leveraging Sony's technology.
- WAO CORPORATION. Co., Ltd. (株式会社ワオ・コーポレーション)coreJapanese education company partnership for new educational service and platform development.
- Z-kai Inc., Zoshinkai Holdings Inc., Eikoh Inc. (株式会社Z会、株式会社増進会ホールディングス、株式会社栄光)corePartnership with leading Japanese test preparation and education companies (Z-kai, Zoshinkai Holdings, Eikoh) to develop and deploy educational services leveraging Sony's technology and their market reach.
- SHICHIDA EDUCATIONAL INSTITUTE, Inc. (株式会社しちだ・教育研究所)corePartnership with the Shichida Educational Institute, known for early childhood education programs, for developing new educational services and platforms.
- Individual Education Co., Ltd. (株式会社個別教育舎)minorPartnership with individualized education specialist for tailored educational service development.
- Shogakukan-Shueisha Productions Co., Ltd. (株式会社小学館集英社プロダクション)corePartnership with major Japanese publishing and media group for educational content development, leveraging Shogakukan-Shueisha's extensive educational publishing expertise and media distribution.
- Empower Education Online Ltd.minorInternational education technology partner for developing new educational services and platforms.
- Raspberry Pi Foundation (英国ラズベリーパイ)coreStrategic partnership with the UK-based Raspberry Pi Foundation, creators of the popular Raspberry Pi single-board computer. Provides technology integration, coding education expertise, and global educational community access for Sony Global Education's STEAM programs.
- ECC Group (subsidiary/adopted customer)coreECC Group, a major Japanese afterschool program operator, adopted Sony Global Education's LOGIQ LABO app as the first implementation in the afterschool segment and co-developed a next-generation exploratory learning curriculum with the company.
- Beijing Eolai Education Technology Co., Ltd. (北京翼鸥教育科技有限公司)minorPartnership with Beijing-based education technology company for international market development and educational platform collaboration, particularly in China.
Scale indicators4 records
Recent moves5 records
Expansion highlights5 records
Sony Global Education competitors and assessment
Company assessmentDirect peers
- MatataLab: MatataLab makes screen-free coding robots and STEAM kits for early learners (ages 3-9). Direct competitor to KOOV in the K-6 coding-and-robotics category, particularly in the early-childhood segment where Sony's KOOV also targets entry-level learners.
- Kano Computing: Kano builds build-your-own computer and coding kits for kids with companion educational software, taking a similar hardware-plus-curriculum approach as Sony Global Education with KOOV. Direct competitor in the kids coding/STEAM kit category.
- Tynker: Tynker is a kids coding platform used in schools and homes for self-paced programming instruction, directly comparable to LOGIQ LABO and PROC as a subscription-based K-8 STEM learning service. Similar target customer (parents and schools) and similar AI/adaptive-learning trajectory.
- LEGO Education: LEGO Education is the dominant K-12 STEAM/robotics kit provider globally, offering SPIKE Prime and WeDo for school and home learning. It directly competes with KOOV in the same coding-and-robotics-for-children category, with stronger brand recognition and broader international distribution.
- VEX Robotics: VEX Robotics offers K-12 robotics kits, classroom solutions, and the VEX IQ/EXP competition series — overlapping substantially with KOOV's robotics+competition strategy. Direct competitor in the educational programmable-robot and STEAM-curriculum space.
- Sphero: Sphero produces educational programmable robots and STEAM kits used in K-12 classrooms, directly competing with KOOV in the programmable-robot-for-kids space. Both companies emphasize hands-on coding and problem-solving learning outcomes for similar age groups.
- Wonder Workshop: Wonder Workshop (Dash, Dot, Cue) sells kid-friendly coding robots and curriculum aligned to K-12 standards. It is a direct competitor to KOOV in the elementary-school robotics/programming kit category, with a similar STEAM-learning value proposition.
- Makeblock: Makeblock (mBot, Codey Rocky, mBuild) provides STEAM education robots, kits, and software for kids and schools globally. It is a direct competitor to KOOV in the coding-and-robotics-for-K-12 space, with strong Chinese manufacturing scale and competitive pricing.
Emerging players
- Raspberry Pi Foundation: The Raspberry Pi Foundation operates a global mission to put computing in the hands of young people via low-cost single-board computers and free coding curricula. It is both a strategic partner of Sony Global Education and an adjacent player in K-12 computing education with overlapping STEAM-learning objectives.
Broad incumbents
- Benesse Corporation: Benesse is a leading Japanese education and publishing conglomerate operating Kodomo Challenge, Shin-seido, and home-study courses across K-12. As a broader incumbent in the same education space, it competes with Sony's LOGIQ LABO for parental subscription share and afterschool distribution.
Market position
Strengths5 records
Weaknesses5 records
Competitive moat5 records
Key risks6 records
Key highlights7 records
Customer concentration
Sony Global Education social profiles
Digital presenceSony Global Education financial estimates
Financial estimateRevenue estimate
Valuation estimate
Sony Global Education leadership team
Management profileNumber of profiles
Profiles4 records
Sony Global Education funding detail
Funding detailFunding overview
Funding rounds
Investors
Funding detail is available on the Subscription and Enterprise plan.Contact sales →
Sony Global Education 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 Sony Global Education
What does Sony Global Education do?
Sony Global Education develops and provides STEAM education products and services for children and educational institutions. Its portfolio includes the KOOV robot programming learning kit for hands-on robotics and coding, the LOGIQ LABO AI-powered elementary math and STEM learning service delivered as an online subscription, and the PROC digital creation platform for building information literacy, supplemented by educational books on logical thinking and the future of education.
Is Sony Global Education a public or private company?
Sony Global Education is a private company. It is classified as corporate owned and is currently operating.
When was Sony Global Education founded?
Sony Global Education was founded in 2015. It employs 501 to 1,000 people.
Where is Sony Global Education based?
Sony Global Education is headquartered in Tokyo, Japan, in the Asia region.
How does Sony Global Education make money?
Five revenue lines are on record. KOOV Robot Kit Sales are the primary driver. The others are LOGIQ LABO Subscription, PROC Digital Platform, global Math Challenge (世界趣味数学挑战赛) and book Publications.
Who are Sony Global Education's main competitors?
Direct peers on record are MatataLab, Kano Computing, Tynker, LEGO Education, VEX Robotics, Sphero, Wonder Workshop and Makeblock. Raspberry Pi Foundation is listed as an emerging player. Benesse Corporation is listed as a broad incumbent.
Does Sony Global Education have an API?
No public API is recorded for Sony Global Education.
What industry is Sony Global Education in?
Sony Global Education's product category is Educational Technology. Its primary akta.pro industry code is EDAJAMAG, Math & STEM Learning Technology (incl. Coding/Robotics Platforms), with a secondary code of EDAGAEAA, K–12 Digital Curriculum & Interactive Lessons. Its NAICS code is 611710 and its SIC code is 8200.