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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.

1 in 5

pupils in England are persistently absent from school.

Source: DfE 2023/24
20%

children aged 8–16 in England had a probable mental disorder.

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.

1 in 5

pupils said the curriculum helps “a lot” with life skills.

1 million

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.

96%

of UK children around age 10–12 play games on some kind of device.

43%

of UK 8–17s place gaming in their top three free-time activities.

£9B

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.

Education, gaming and whole-child growth overlap at Kidfriendly.

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.

Kidfriendly.ai homepage hero screenshot

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
Powered by Kidfriendly’s Whole-Child Edu Engine

Child-facing MVP

A playful learning surface designed for children to understand, choose and return to.

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Parent-facing MVP

A parent companion surface for learning profile, progress visibility and context.

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Platform MVP

The operating layer that connects child experiences, parent insight and whole-child intelligence.

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Funnel pilot

Placeholder copy for the pilot funnel.

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