MyQ

Platform for Computational Thinking Skills

Education & Knowledge Technologies
Active
Pre-Funding Ora, Israel Founded 2019
Last updated 2026-06-18
Total raised
Stage
Pre-Funding
Founded
2019
Headcount
28
HQ
Ora, Israel
Sector
Education & Knowledge Technologies

About

MYQ (formerly Plethora) is a web-based platform, that empowers students to gain a profound understanding of scientific principles and core ideas, as well as foundational concepts in the realm of programming. It nurtures logical thinking skills and, more broadly, teaches students how to tackle challenges and solve problems with firm confidence MYQ offers 4 different platforms: Pixel, Spark, Cosmos and Gamelab.

The company is a joint venture between the Department of Computer Science at the Weizmann Institute of Science and the Center for Educational Technology.

Q&A

What is MyQ's primary business?
MyQ is a web-based platform that empowers students to gain a profound understanding of scientific principles, core ideas, and foundational programming concepts, nurturing logical thinking and problem-solving skills.
When was MyQ founded?
MyQ was founded in January 2019.
What is MyQ's current employee count?
MyQ has an employee count in the 11-50 range.
What are the names of the platforms offered by MyQ?
MyQ offers four different platforms: Pixel, Spark, Cosmos, and Gamelab.
What is MyQ's current funding stage?
MyQ is currently in the Pre-Funding stage.
What is MyQ's primary sector classification?
MyQ's primary sector is Education & Knowledge Technologies.
Where is MyQ's headquarters located?
MyQ's headquarters is located in Ora, Jerusalem District, Israel.
What is the nature of MyQ's establishment?
MyQ is a joint venture between the Department of Computer Science at the Weizmann Institute of Science and the Center for Educational Technology.

Team · 3

Founder · Co-Founder & CEO
LinkedIn ↗
Founder · Co-founder
LinkedIn ↗
Founder · Co-founder & Head of Product and Design
LinkedIn ↗

Sectors & technology

Primary sector
Education & Knowledge Technologies
Sub-sectors
Education & Knowledge TechnologiesLearning/Self Learning Applications
Technologies
Platforms & InterfacesWeb
Target customers
ConsumersDemographics & FamilyParentsEducationK12 Education
Business model
B2B2CB2C

Highlights

Verified

Tags

studentsschoolsgamificationedtechgamesdashboardweb-platformparentschildrenteachers
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