Digitale Wolven
Digitale Wolven is a Belgian non-profit (VZW) founded in 2014 that delivers subsidized STEM and digital skills workshops - coding, robotics, AR/VR, and 3D printing - to children and youth across Belgium and the Netherlands, reaching over 35,000 learners annually through school, after-school, and community programs.
- Company typePrivate
- Founded2014
- HeadquartersAntwerp, Belgium
- Headcount1–10
- GTM typeB2B and B2C
- OfferingServices
What Digitale Wolven does
Digitale Wolven VZW is a Belgian non-profit association founded in 2014 by Cindy Smits, headquartered in Berchem/Antwerp with a registered office in Kontich. The organization delivers hands-on digital skills and STEM workshops to children and youth aged 5-18, covering block-based programming (Scratch, Scratch Jr, Game Studio), robotics (LEGO Mindstorms, LEGO Spike, Tale-Bot, mBot, micro:bit), immersive technology (AR/VR using tablets and Meta Quests), and maker skills (3D printing, lasercutting). Distribution is event- and community-driven: instructors deliver on-site workshops at schools throughout Belgium, host after-school programs, and operate a dedicated Digital Classroom (Digitaal Leslokaal) in Berchem, Antwerp. The organization reports reaching 35,000+ children annually, up from 100+ in its founding year.
The business model is hybrid non-profit. Schools pay roughly one-fifth of the actual workshop cost to keep programs accessible; the residual is funded through government and lottery subsidies (Nationale Loterij, VLAIO), corporate partnership tiers (Bronze €2,500, Silver €7,500, Gold €25,000 per year), an Optis-built digital learning platform for content delivery, and a webshop. Supporting programs include Digitoop (free after-school ICT support), DigiBoost (3-week intensive digital skills program for 4th-6th graders with laptop lending), and 'Iedereen STEMt mee!' (free school workshops funded by Nationale Loterij and Cronos Groep). The organization also serves as the national hub for Belgium and the Netherlands within the EU-funded Code4Europe consortium (€6M via Digital Europe Programme).
Strategic positioning centers on three pillars: digital inclusion across socioeconomic backgrounds, a teacher and ambassador network structured through EU Code Week and Code4Europe, and a content library spanning kindergarten through secondary school. The team is small (~10-14 core paid staff plus volunteers), headed by founder Cindy Smits with a three-person Board of Directors (Josephus de Wit, Dirk Deroost, Cindy Smits). Corporate partnerships with Cronos Groep (primary sponsor), Nationale Loterij, and VLAIO provide the financial backbone, while technology partners (Optis, Two Impress) and channel partners (Rato Education, Robots4All, PMOT, i3learnhub) support delivery infrastructure.
Digitale Wolven firmographics
Firmographics- Name
- Digitale Wolven
- Legal name
- Digitale Wolven VZW
- Website
- https://digitalewolven.be
- Company type
- Private
- Founded year
- 2014
- Operating status
- Operating
- Headcount range
- 1–10 employees
- Short description
- Digitale Wolven is a Belgian non-profit (VZW) founded in 2014 that delivers subsidized STEM and digital skills workshops - coding, robotics, AR/VR, and 3D printing - to children and youth across Belgium and the Netherlands, reaching over 35,000 learners annually through school, after-school, and community programs.
- Ownership category
- akta.pro rank
Digitale Wolven industry classification
Industry- Product category
- STEM Education Services for Children
- NAICS
- All Other Schools and Instruction (61169)
- SIC
- Services-Educational Services (8200)
- akta.pro primary industry
- Math & STEM Learning Technology (incl. Coding/Robotics Platforms) (EDAJAMAG)
- akta.pro secondary industries
- Project- & Inquiry-Based Digital Learning Modules (EDAFACAD), STEM & Coding Readiness for Early Learners (EDACANAF), STEM Project-Based Learning (PBL) & Challenge Platforms (EDAFANAI)
Keywords
Where Digitale Wolven is headquartered
LocationHeadquarters
- HQ city
- Antwerp
- HQ country
- Belgium
- HQ region
- Europe
Offices3 records
Markets served
Digitale Wolven business model
Business model- GTM type
- B2B and B2C
- Offering type
- Services
- Cost components
- Personnel, Operations, Infrastructure, Marketing or Sales, Technology or R&D
Revenue model
- Workshop Fees: Revenue from workshops delivered to schools, parents, and companies. Schools pay approximately 1/5th of actual cost to keep programs accessible.
- Government & Lottery Subsidies: Funding from Nationale Loterij for programs like DigiBoost, and VLAIO support for STEM education initiatives
- Corporate Partnerships: Three-tier partnership packages (Bronze €2,500, Silver €7,500, Gold €25,000 annually) providing sponsorship revenue and workshop donations to schools
- Webshop Sales: Sale of educational products through their webshop platform
Pricing tiers
| Model | Billing | Price |
|---|---|---|
| Subscription | Annual | Bronze Partner Package - €2,500/year |
| Subscription | Annual | Silver Partner Package - €7,500/year |
| Subscription | Annual | Gold Partner Package - €25,000/year |
Go-to-market motion2 records
Distribution channels5 records
Marketing channels4 records
Digitale Wolven product offering
Product offeringCore offering
Digitale Wolven is a Belgian non-profit (VZW) that delivers hands-on STEM and digital skills workshops to children and youth aged 5-18, covering coding (Scratch, Scratch Jr), robotics (LEGO, Tale-Bot, mBot, Micro:bit), AR/VR experiences, 3D printing, and laser cutting. Workshops are delivered on-site at schools, at their Digital Classroom in Antwerp, and through after-school, family, and corporate formats. Supporting programs include Digitoop (free after-school ICT support), DigiBoost (intensive workshops for vulnerable students), and 'Iedereen STEMt mee!' (free school STEM workshops).
Product overview
Digitale Wolven is an educational non-profit (vzw) offering a diverse portfolio of STEM and digital skills workshops for children and youth aged 5-18. The core offerings include coding workshops (Scratch, Scratch Jr, Game Studio), robotics (Lego Mindstorms, Lego Spike, Tale-Bot, mBot, micro:bit), immersive technology (AR & VR), and maker skills (3D printing, Lasercutter). Supporting programs include Digitoop (free after-school ICT support), DigiBoost (intensive digital skills program for vulnerable students), and 'Iedereen STEMt mee!' (free school workshops). An Optis-built digital platform provides online educational content with step-by-step plans, videos, and exercises. The organization also operates a webshop for related products.
Differentiator
Problem solved
Functional benefit
Brands
- Digitoop: A free ICT guidance program available after school hours where children can receive digital skills support.
- DigiBoost
- Iedereen STEMt mee!
Products and services
- Iedereen STEMt mee! Free project offering schools a portfolio of STEM workshops (Tale-Bot, Scratch Jr, AR & VR, 3D printing, Lasercutter) supported by Nationale Loterij and De Cronos Groep, targeting primary and secondary schools.
- DigiBoost 3-week intensive digital skills workshop series for 4th-6th grade students covering basic digital skills, digital homework help, programming, and robotics, with laptop lending available for underserved children.
- Digitoop Free after-school ICT support place where children can receive guidance, digital homework help, and skill development outside regular school hours.
- Mini Tale-Bot Workshop
Quantifiable outcome
- 35,000+ children reached annually with digital skills education
- +2 more outcomes
Companies that use Digitale Wolven
Customer profileNamed customers5 records
Segments5 records
Ideal customer profiles3 records
Digitale Wolven technology and API
TechnologyTechnology focussed No
API detail
- Has API
- No
- API docs
- API detail
Core technology
AI maturity
App detail
AI capability4 records
Feature3 records
Digitale Wolven partnerships and signals
Strategic signalPartnerships
Nine partnerships are on record, tiered flagship, core and minor.
- Code4EuropeflagshipEU-funded project where Digitale Wolven serves as the national hub for Belgium and Netherlands. The project receives €6 million via Digital Europe Programme and aims to bring digital skills to youth and adults across Europe, building on EU Code Week legacy.
- OptiscoreTechnology partner that built and maintains the digital learning platform used for workshop materials, step-by-step exercises, screenshots, photos, and GIFs. Managing Partner: Keshia Niemegeerts.
- Werkburo (Pegode)coreInclusion partnership supporting people with disabilities. Werkburo participants come to Digitale Wolven for meaningful day activities and IT-related tasks, promoting workplace inclusivity.
- Rato EducationminorEducational partner providing educational resources and support.
- Robots4AllminorEducational robotics partner supplying robotics kits and support for workshops.
- NintendominorGaming partner providing support and visibility.
- European Commission (Digital Skills and Jobs Coalition)minorPart of EU Digital Skills and Jobs Coalition, supporting digital inclusion goals.
- Unmute YouminorAccessibility-focused partner.
- Speel het SlimminorEducational play partner.
Scale indicators4 records
Recent moves6 records
Expansion highlights6 records
Digitale Wolven competitors and assessment
Company assessmentBroad incumbents
- Code.org: US-based non-profit focused on expanding K-12 computer science education, including coding curricula and teacher training. Comparable to Digitale Wolven as a K-12 CS education non-profit, but operates at much larger national scale in the US rather than as a regional workshop provider.
- STEM Learning UK: UK-based non-profit supporting STEM education through teacher training, resources, and school programs. Comparable to Digitale Wolven's mission to bring STEM/digital skills into schools, though operates at national UK scale and across all STEM disciplines rather than specializing in digital/coding.
Direct peers
- Scratch Foundation: Non-profit stewarding Scratch and Scratch Jr — the exact visual programming platforms Digitale Wolven teaches in its workshops. Highly comparable as a K-12 creative coding education non-profit, though Scratch operates as a platform/curriculum steward rather than a workshop deliverer.
- EU Code Week: EU-wide grassroots initiative promoting coding and digital literacy across Europe, on whose legacy Code4Europe is built. Digitale Wolven serves as a national hub within this ecosystem, making it directly comparable as a programming/digital skills activation network for European youth.
- CoderDojo: Global network of volunteer-led, free coding clubs for young people. Directly comparable to Digitale Wolven's after-school/free workshop model (e.g., Digitoop) targeting children with coding education, though structured as a club network rather than a single operator.
Regional players
- Technopolis (Belgium): Flemish science and technology center offering hands-on STEM experiences for children and schools. Comparable to Digitale Wolven as a regional Belgian STEM engagement provider, though focused on a destination/museum experience rather than in-school workshops.
Emerging players
- Tynker: Online learning platform teaching kids coding through game-based courses, robotics, and Minecraft modding. Comparable to Digitale Wolven's coding/robotics workshop content but delivered as a self-serve digital subscription rather than in-person workshops.
- VIRO (Vlaamse Industriële Robot Olympiade): Flemish robotics competition/initiative engaging Belgian youth in STEM and robotics. Comparable to Digitale Wolven as a regional Flemish K-12 STEM engagement activity, though focused on competitions rather than workshops and curriculum.
- Robotics Academy (Carnegie Mellon): Develops robotics curricula and teacher training for K-12 education. Comparable to Digitale Wolven's robotics workshop track (LEGO, mBot, micro:bit), though oriented to educator enablement rather than direct student workshops.
Others
- Code Academy (Codecademy): Online coding education platform for individuals and businesses. Thematically comparable to Digitale Wolven's computer-skills education mission, though aimed at older learners and delivered as self-paced online learning rather than in-school workshops.
Market position
Strengths5 records
Weaknesses5 records
Competitive moat4 records
Key risks3 records
Key highlights1 record
Customer concentration
Digitale Wolven social profiles
Digital presenceDigitale Wolven financial estimates
Financial estimateRevenue estimate
Valuation estimate
Digitale Wolven leadership team
Management profileNumber of profiles
Profiles3 records
Digitale Wolven funding detail
Funding detailFunding overview
Funding rounds
Investors
Funding detail is available on the Subscription and Enterprise plan.Contact sales →
Digitale Wolven 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 Digitale Wolven
What does Digitale Wolven do?
Digitale Wolven is a Belgian non-profit (VZW) that delivers hands-on STEM and digital skills workshops to children and youth aged 5-18, covering coding (Scratch, Scratch Jr), robotics (LEGO, Tale-Bot, mBot, Micro:bit), AR/VR experiences, 3D printing, and laser cutting. Workshops are delivered on-site at schools, at their Digital Classroom in Antwerp, and through after-school, family, and corporate formats. Supporting programs include Digitoop (free after-school ICT support), DigiBoost (intensive workshops for vulnerable students), and 'Iedereen STEMt mee!' (free school STEM workshops).
Is Digitale Wolven a public or private company?
Digitale Wolven is a private company. It is classified as nonprofit foundation owned and is currently operating.
When was Digitale Wolven founded?
Digitale Wolven was founded in 2014. It employs 1 to 10 people.
Where is Digitale Wolven based?
Digitale Wolven is headquartered in Antwerp, Belgium, in the Europe region.
How does Digitale Wolven make money?
Four revenue lines are on record. Workshop Fees are the primary driver. The others are government & Lottery Subsidies, corporate Partnerships and webshop Sales.
Who are Digitale Wolven's main competitors?
Broad incumbents on record are Code.org and STEM Learning UK. Direct peers are Scratch Foundation, EU Code Week and CoderDojo. Technopolis (Belgium) is listed as a regional player. Emerging players are Tynker, VIRO (Vlaamse Industriële Robot Olympiade) and Robotics Academy (Carnegie Mellon). Code Academy (Codecademy) is listed as an others.
Does Digitale Wolven have an API?
No public API is recorded for Digitale Wolven.
What industry is Digitale Wolven in?
Digitale Wolven's product category is STEM Education Services for Children. Its primary akta.pro industry code is EDAJAMAG, Math & STEM Learning Technology (incl. Coding/Robotics Platforms), with a secondary code of EDAFACAD, Project- & Inquiry-Based Digital Learning Modules. Its NAICS code is 61169 and its SIC code is 8200.