
Age of Learning
Founded Year
2007Stage
Private Equity | AliveTotal Raised
$481.5MValuation
$0000Last Raised
$300M | 3 yrs agoMosaic Score The Mosaic Score is an algorithm that measures the overall financial health and market potential of private companies.
-116 points in the past 30 days
About Age of Learning
Age of Learning operates as an education technology company. The company offers digital learning technology and content, including comprehensive curriculum and learning activities, designed to help children build a strong foundation for academic success. Its primary customers are in the education sector, including schools, libraries, and home educators. It was founded in 2007 and is based in Glendale, California.
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ESPs containing Age of Learning
The ESP matrix leverages data and analyst insight to identify and rank leading companies in a given technology landscape.
The early education learning platforms market offers digital applications designed to support young children, specifically those up to about eight years old. These platforms provide educational games and content across core subjects, including language, math, and science. Companies also often include features for progress tracking, as well as personalized feedback and pacing. By using these platfo…
Age of Learning named as Leader among 15 other companies, including Epic, Khan Academy, and Carnegie Learning.
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Expert Collections containing Age of Learning
Expert Collections are analyst-curated lists that highlight the companies you need to know in the most important technology spaces.
Age of Learning is included in 3 Expert Collections, including Unicorns- Billion Dollar Startups.
Unicorns- Billion Dollar Startups
1,249 items
Baby and Kids Tech
1,281 items
Companies developing tech-enabled products and services that primarily serve babies, children up to approximately 12 years old, and their parents.
Education Technology (Edtech)
3,423 items
These companies offer tech-enabled solutions that facilitate education and learning for people of all ages, from pre-K to adult and professional education.
Age of Learning Patents
Age of Learning has filed 17 patents.
The 3 most popular patent topics include:
- education
- educational psychology
- educational technology

Application Date | Grant Date | Title | Related Topics | Status |
---|---|---|---|---|
9/18/2019 | 7/5/2022 | Educational psychology, Educational technology, Virtual learning environments, Learning, Education | Grant |
Application Date | 9/18/2019 |
---|---|
Grant Date | 7/5/2022 |
Title | |
Related Topics | Educational psychology, Educational technology, Virtual learning environments, Learning, Education |
Status | Grant |
Latest Age of Learning News
Oct 15, 2024
The Global Game-Based Learning Market was US$19.32 billion in 2023 and is expected to the reach US$75.26 billion by 2032 with CAGR of 16.31% from the year 2024 to 2032. This rapid growth can be attributed to the enhanced use of digital learning tools, the enhancement of high interaction learning methods, and the addition of gamification in training and learning methods in organizations and institutions. Increasing Adoption of Digital Learning Tools The increased use of technology in compliance with the education system plays a major role in fueling GBL market. The change in learning delivery modes including use of the internet especially during the COVID-19 pandemic also contributed to this causing GBL to become a popular method for increasing student interaction in online and blended learning system. As the pace of digital transformation increases GBL is playing a greater role in redesign of education and training worldwide. Growing Emphasis on Personalized Learning Customization of the learning process is the other aspects that has favoured growth of game-based learning since it is able to provide learners with customized games. Using GBL platforms, learners have more flexibility in learning and are able to work at their own pace and therefore receive feedback that cater to their needs. This is most helpful in corporate training, in which organizations also apply GBL to teach selected sets of skills and enhance workforce productivity. The developing customer base for schools and other higher learning institutions with specific educational content also propels GBL because it provides an appealing common ground for school and students by adopting different approaches that would meet the learners' requirements. Rising Popularity of Gamification in Corporate Training The growth factor contributing to game-based learning is the higher dependency of the corporate sector to train employees. Organizations have been successful in the use of game design elements to motivate employees, increase their knowledge and to increase retention by using rewards, challenges and simulations in corporate training programs. Healthcare, Finance and Technology industries amongst others incorporate GBL as a way of mastering various competencies including leadership, communication, and regulation. The game-based learning contributes to the fact that the graduates more quickly, more effectively and with less costs can be prepared for the quantitative and qualitative demands of work, achieve improved results in enhancing employee training and satisfaction, productivity, and establish itself as an effective method of improving the corporate training programs of modern companies. United States Game-Based Learning The market for the game-based learning in the United States is progressing as applications of digital technology in learning and training increases. People through playing games in schools, universities and even business employ game-based learning to enhance understanding, enable users to recall knowledge easily and to make the learning process more enjoyable. E-learning platforms and gamification are also being used more for to train employees within the companies. It is vital that learners and employees engage in game - based learning to build their skill level at school and at their places of work. The United States is at the forefront of this and it is applying innovation to develop even superior learning conditions. According to a five-year study in Florida financed by USD 8 million by The U. S. Department of Education in Legends of Learning that was initiated in April of 2024.This particular importance is an attempt to examine how the process of gamification is effective in enhancing the general attitude of fifth graders in Miami-Dade County Public Schools and their performance in science classes as reflected by science standardized tests. France Game-Based Learning The market for game-based learning in France is emerging because the use of technologies in learning increases, both at schools and in businesses. For instance, the use of the video games in the French educational system in subjects like STEM is on the right track to positively engaging students. The corporate world in France is also applying the elements of gamification on training programs to improve the levels of skill and performance of employees. Gamification is gradually getting adopted in France to provide effective and innovative approaches of learning that is healthier than that of a sobering rote memorization technique. The European Union's DEAP (Digital Education Action Plan) based on the program 2021-2027 for strengthening digital learning with the development of innovative learning tools such as digital games for making the learning process more interesting and stimulating. This is one with the plan to make education as inclusive and accessible as possible to the digital platform. India Game-Based Learning In India, learning through games is slowly and steadily becoming popular as educational institutions and businesses opt for digitization. In schools and in the place of work, games have been used in learning in order to offer attractive methods of learning in schools. This is fueled by the advancements of digital structures, and improvement of internet connectivity in India. To promote the program, Duolingo rolled out a free application in March of 2023 that helps teach kids in India between the ages of 3-8 English. The app carries out activities in the form of games which is focused on enhancing literacy of children. Saudi Arabia Game-Based Learning Game-based learning is gradually gaining popularity in the KSA. Schools have adopted game-models in order to make the learning process more effective especially for subjects such as science and technology. Also, Saudi businesses are now turning to gamified training solutions for enhancing its workforce knowledge and, general efficiency. The country is also investing in digitalization and new forms of learning also making game-based learning an important trend in educational and training sector in Saudi Arabia. April 2024, Endless Studios is in partnership with many universities in the UAE and has just signed an MoU with New York University Abu Dhabi to improve on the educational services. Global Game-Based Learning Company Analysis The major participants in the Game-Based Learning market includes Amazon Web Services, Google Duolingo, Mojang Studios, Kahoot! ASA, Epic Games, Age of Learning and Tangible Play. Global Game-Based Learning Company News In April 2024, to promote soft skills, Kairos, a Bengaluru-based learning technology startup, launched a game-based learning platform. For the first time in India, learning and development experts will be able to make soft-skill training memorable and interesting for learners with the aid of Kairos' cutting-edge suite of digital games, physical games, and tools, together with extensive resources. In April 2024, as part of the Education Innovation and Research (EIR) grant program, the U.S. Department of Education has chosen the Legends of Learning platform to receive a $8 million award to investigate the efficacy of game-based learning in Florida. In February 2024, Kahoot! declared that it would add Indonesian to its online platform and mobile apps. This effort aims to reach out to new markets and offer entertaining and enriching educational experiences to locals of all ages. With over 15 million players throughout the course of the previous year, Kahoot! has cemented its standing as Indonesia's preferred interactive learning platform. In January 2024, The International Society for Technology in Education (ISTE) and Mojang Studios, the developers of the game-based learning platform Minecraft Education, have partnered to create Level Up Learning, a series of online events. This program aims to promote the game-based learning methodology of the platform and address the evolving issues in education. Company Analysis
Age of Learning Frequently Asked Questions (FAQ)
When was Age of Learning founded?
Age of Learning was founded in 2007.
Where is Age of Learning's headquarters?
Age of Learning's headquarters is located at 101 North Brand Boulevard, Glendale.
What is Age of Learning's latest funding round?
Age of Learning's latest funding round is Private Equity.
How much did Age of Learning raise?
Age of Learning raised a total of $481.5M.
Who are the investors of Age of Learning?
Investors of Age of Learning include Qatar Investment Authority, Madrone Capital Partners, TPG and ICONIQ Capital.
Who are Age of Learning's competitors?
Competitors of Age of Learning include Brite-Liter and 4 more.
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Compare Age of Learning to Competitors

MarcoPolo Learning is an award-winning early childhood education company that specializes in content and technology development for educational purposes. The company offers a suite of products including a platform for educators to enhance classroom instruction, a family-oriented app to support learning at home, and professional development series for educators. MarcoPolo Learning primarily serves the education technology sector, focusing on early childhood learning. It was founded in 2013 and is based in New York, New York.
Sago Mini is a company focused on educational play, creating apps and toys for preschoolers. Their products include interactive learning games, speech therapy applications, and printable educational activities designed to foster imagination and curiosity in young children. These offerings are crafted to support early literacy, numeracy, and communication skills development. It is based in Toronto, Ontario. Sago Mini operates as a subsidiary of Spin Master.
Peekapak is an educational technology company focused on wellness and social-emotional learning for Pre-K to 12th-grade students. Their platform offers literacy-based learning that incorporates storytelling, gamified experiences, and perspective-taking, designed to engage students and align with literacy standards. Peekapak primarily serves the educational sector, providing tools for school systems to implement and scale their wellness and social-emotional learning curricula. It was founded in 2015 and is based in Toronto, Canada.
Kindermusik International specializes in music and movement curricula for young children, operating within the education and music industries. The company offers research-based classes and programs designed to enhance early childhood development through musical play. Kindermusik's services cater to families, schools, and educators, providing classes, curricula, and training to foster cognitive, physical, and social-emotional growth in children. It was founded in 1970 and is based in Greensboro, North Carolina.
Dream Village is a hybrid online/offline publishing platform focused on children's education and global citizenship. The company offers educational books that teach children about global issues and encourages them to participate in community activities and make decisions on donating profits to various causes. Dream Village primarily serves the educational sector, with a special focus on empowering children aged 6-9 to become better global citizens through reading and interactive engagement. It was founded in 2008 and is based in Somerdale, New Jersey.
Cupcake Digital specializes in creating interactive apps for children within the digital entertainment industry. The company transforms popular children's entertainment properties into apps that offer engaging experiences with beloved characters. Cupcake Digital's products are designed to provide children with educational and entertaining content through a variety of story-driven applications. It is based in New York, New York.
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