i-Skool

Gamified Mobile-learning System

Media & Entertainment Technologies
Non Active, May 2019 ceased to operate
Pre-Funding Founded 2012
LinkedIn
Total raised
Last: Crowdfunding 2015-05
Stage
Pre-Funding
Founded
2012
Headcount
3
HQ
Sector
Media & Entertainment Technologies

About

i-Skool has developed a gamified mobile-learning system that allows parents and teachers to design learning content and set goals, interaction levels, and incentives. The i-Skool system is designed to enhance the learning experience through the use of intuitive and interactive content, and seeks to improve students' learning abilities by creating thinking tasks for kids from kindergarten through high school.

Funding history · 1 round · — total

2015-05
Crowdfunding $4K

Company Intelligence Q&A

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What is the primary status of i-Skool as of May 2019?
As of May 2019, i-Skool is an inactive company and has ceased to operate.
When was i-Skool founded?
i-Skool was founded in July 2012.
What is i-Skool's core product or service?
i-Skool developed a gamified mobile-learning system that enables parents and teachers to create learning content, set goals, and manage interaction levels and incentives for students from kindergarten through high school.
How many employees did i-Skool have?
i-Skool had between 1 and 10 employees, with an exact count of 3.
What was i-Skool's last funding round?
i-Skool's last funding round was a crowdfunding round in May 2015, raising $3,500 from Indiegogo.
Who are the co-founders of i-Skool?
The co-founders of i-Skool are Mariana Bart and Polina Milshtein.
What is the primary sector of i-Skool?
i-Skool's primary sector is Media & Entertainment Technologies, also categorized under Digital Content Engagement & Entertainment and Education & Knowledge Technologies.
What markets did i-Skool target?
i-Skool targeted a global geographic market and aimed its products at consumers, specifically parents and children, as well as teachers in education and academia.

Sectors & technology

Primary sector
Media & Entertainment Technologies
Sub-sectors
Media & Entertainment TechnologiesDigital Content Engagement & EntertainmentEducation & Knowledge Technologies
Technologies
Platforms & InterfacesMobile
Target customers
ConsumersDemographics & FamilyParentsChildrenEducation & AcademiaTeachers
Business model
B2C

Tags

studentsmobile-platformteachersk-12user-engagementedtech