pupils in England are persistently absent from school.
gamifiededucationfor thewhole child
Tomorrow’s adults need help today. The gap is real.
School can look deceptively safe. Children are still playing, growing, and protected from later pressure. But early gaps in learning, confidence and attitude do not stay small. Left unseen, they compound over time, showing up later as weaker routes into work, greater mental health risks and higher overlap with delinquency.
missed from school can halve the chance of a strong English and maths GCSE pass.
children aged 8–16 in England had a probable mental disorder.
of children cautioned or sentenced for serious violence had previously been persistently absent.
Children need more than maths and English.
School access is necessary. It is not sufficient.
Children need the wider capabilities for a successful adult life: confidence, creativity, communication, judgement and agency.
AI raises the stakes further. As routine knowledge work becomes automated, the capabilities once treated as desirable extras become essential to adapting and thriving: flexible thinking, creativity, collaboration and continuous learning.
pupils said the curriculum helps “a lot” with life skills.
Pupils wanted to study Design & Technology but could not.
Lowest-income children are only one third as likely to take part in music activities.
16 to 24-year-olds in the UK are not in education, employment or training.
The solution?
Hiding in plain sight.
While education is struggling to keep children engaged, gaming has learned how to create voluntary, repeated engagement at global scale.
The contrast is stark: Khan Academy reaches millions, but only around 1.5% of active learners become “very active”. Khan’s “very active” threshold is 18 hours a year; a Roblox daily active user can reach that level of engagement in about a week.
of UK children around age 10–12 play games on some kind of device.
of UK 8–17s place gaming in their top three free-time activities.
UK 8–9 Roblox players spend 40 minutes a day in-app on average.
UK consumers spent £8.76B on video games in 2025, up 7.4% year on year.
The Kidfriendly way
Kidfriendly brings together education and gaming within a whole-child framework that keeps learning healthy, engaging and developmentally grounded.
Education provides the foundation: curriculum alignment, structured progression and assessment.
Gaming provides the engagement layer: challenge, feedback, progress and reward.
The whole-child framework turns child-development science into Kidfriendly’s operating logic, keeping the entire system focused on healthy, rounded growth.
The team
An experienced, motivated founding team locked onto the mission.
Ana Rivera
Role 1
Marcus Bell
Role 2
Priya Nair
Role 3
Tomas Klein
Role 4
Sofia Mendes
Role 5
Daniel Osei
Role 6
The MVP
The MVP launched live at kidfriendly.ai in April 2026 and has been used by more than 500 families.
The platform
One platform, three audiences — each surface tuned to the people it serves.
Child-facing
- Gamified learning MVP
- Multiple domains SPaGMusic
- Solo and collaborative Future
Parent-facing
- Learning profile MVP
- Real-time stats MVP
- Benchmarking MVP
School-facing
- Early vulnerable child identification Future
- Session prep Future
Child-facing MVP
A playful learning surface designed for children to understand, choose and return to.
Parent-facing MVP
A parent companion surface for learning profile, progress visibility and context.
Platform MVP
The operating layer that connects child experiences, parent insight and whole-child intelligence.
Funnel pilot
Placeholder copy for the pilot funnel.