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PHYSICAL: Startup makes math fun and easy – targeting the 60% low performing students with an engaging solution - SPRINGBOARD®

  • 14 Sep 2022
  • 14:00 - 17:00
  • ATEA, kl 14:00 til 17:00 pa Lautrupvang 6, 2750 Ballerup
  • 16


  • Signup deadline: September 7 2022
  • Signup deadline: September 7 2022

Registration is closed

Introduction to SPRINGBOARD®

The startup’s ambition is to focus on strengthening the math skills of the weakest 60% of students (grade 9-12) with a mobile application. We will tap into the motivation-to-learn. There is a lot of content available online to learn math, the problem is students don’t use it, since it is presented in a boring way. We will be end-user focused and create a gamified and social learning experience.

Questions for sparring

  1. What business and pricing models would be relevant to test and implement?

  2. How to get traction, among others discussing whether to initially focus on teachers or end-users?

  3. How can the company pitch the solution in the most intriguing and unique way to possible to investors?

  4. Raising funds, among others discussing relevant investors, timing, valuation etc.?

Industry: EdTech

Development stage: Pre-Proof-of-Concept

Region: Copenhagen

Competencies required:

Business modelling

Investor pitch

Finance & fund raising

Business Development


This SPRINGBOARD® will be held in Danish


The problem

59% of students have math-phobia.

Traditional math platforms are boring and uninspiring.

Huge gap between high- and low-level students, difficult for teachers to teach.

The solution

Students will open the app and choose their personal Avatar, then choose between “Battle Mode” and “Story Mode”. In Battle Mode students compete in different disciplines against a bot, other students or in teams. Where they answer math questions to progress. Disciplines can be races, swimming, rowing, obstacle courses, etc.

If the competition is too difficult or the student doesn’t understand the subject, they can go over to “Story Mode”.

In Story Mode they get small lessons, consisting of text and visualizations, to introduce them to new math subjects. After every lesson they will try out their acquired knowledge in Battle Mode where they have to beat a bot to progress to the next level. They can also send a challenge to their friend to beat their score. This enables instant knowledge about whether they understood the subject.

Competing and learning will earn the student points and XP which can be used to buy new Avatars, unlock disciplines or items to show off when competing against classmates. This element will be a focus part of the product, to motivate people to keep using the app and earn as many points as possible. We will tap into as many gaming elements as possible.

Our go to market strategy will be to get teachers interested in the product and use it in the classroom. We will also create content on TikTok to engage students directly in our product.


Students grade 9-12 (14-18 years old) – who cannot afford using private tutors (main target group and the focus for the first 2-3 years).

Schools – with an ambition to increase the average grade in order to become more competitive.

Tutoring centers – Already uses tools such as Mathfessor and IXL.

Young professionals – to advance technical skills (down the road).

Pricing model


Student - 1 user access, adaptive learning, compete against friends, limited content

Teacher/Tutor - 30 user access, limited content, follow students progress


Student - Unlimited content, participate in competitions, exam specific user journeys, certificates. USD 6.99 mthly.

Teacher/Tutor - All features from student, unlimited content, assign homework, create content, individualize user journey. USD 149 mthly. + USD 1.99 per additional student mthly.

School - All features from teacher, create competitions, and share content. Custom price.


Brilliant, IXL, By Ju’s, Khan Academy, among others


A – CEO master degree in computational physics, advanced knowledge within statistics and machine learning. Worked as a data analyst and programmer. Will be in charge of building the application and developing the content. Motivated by making a product that makes a positive difference in society.

B – CMO started his own digital advertising bureau. Knowledge within growth marketing. Is in charge of the go to market strategy, funding, branding and coming up with ideas that gamify and makes the product fun and engaging.


+30 downloads in App store (launched 01/07/2022).

30 student signups

6 teacher signups

7 LOI’s


CONNECT Denmark — Bryghuspladsen 8, 3. sal, 1473 København K — Telefon: +45 24 27 07 07 — E-mail: connect@connectdenmark.com — Sociale platforme:
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