Girl playing on a tablet
Girl playing on a tablet
Girl playing on a tablet

How AI Is Already Transforming K-12 Education

Deep Dive 001

Apr 14, 2025

We explore the leading AI education tools that are aiming to reshape K-12, along with key lessons each company should employ.

Proliferation of personal tutors

Education may seem like one of the most obvious applications of the generative AI boom.

To many, having access to the state-of-the-art LLMs already feels like a 24/7 personal tutor in your pocket.

However, one of the areas where AI may need to be adapted to the needs and use cases of the end user is in K-12 education; making early education fun, engaging, and inspiring is a key challenge that still hasn't been completely solved.

There are many players in this space, with hundreds of startups aiming to take a piece of the prize.

Below, we'll dive into some of the most promising companies that have made real progress towards this goal, along with the challenges they still face to get there.

Synthesis Math Tutor

Synthesis has developed a web-based interactive tutor to cover the K-5 maths curriculum, targeted at ages 5-11.

What makes Synthesis special?

Synthesis Tutor was developed out of SpaceX’s Ad Astra lab school, where the guiding principle was to build tools that empowered kids to learn autonomously at their own pace. The core belief is that you can teach the required core K-5 maths curriculum much, much quicker than the traditional school system leads you to believe.

Each lesson inside Synthesis is carefully designed to help kids understand core maths concepts such as fractions, multiplication, and algebra. The tool incorporates the latest LLM features, including voice-to-voice interactions, to provide tailored explanations and support for each child.

Current success

Today, over 25,000 families have used Synthesis, paying on average less than $30 per month for unlimited access to the guided content that maps onto the fundamental core maths curriculum.

In March 2025, Oklahoma launched a statewide pilot in third-grade classrooms to assess Synthesis’s impact on math outcomes, aiming for full rollout in the 2025–26 school year at no cost to districts.

Synthesis has glowing reviews from techno-friendly parents all over the internet, and for good reason. It is currently the gold standard in guided interactive learning for kids.

Current challenges

With Synthesis being so effective at helping kids learn maths, is there a worry that it has obsolescence built into its offering?

If you can teach a child all of elementary maths in a few months, what happens to the lifetime value of the product? Will Synthesis have to quickly expand either horizontally into new subjects or vertically into more year groups?

Mentava's Reading Tool

Mentava is building an iPad app that helps two-year-olds work towards second-grade reading levels.

With a farm-yard inspired theme, the Mentava app contains bite-sized reading games that look very similar to countless other early learning apps on the App Store. However, they claim that their curriculum and teaching methods are uniquely superior, leveraging novel techniques such as waveform visualization to help kids pick up the core fundamentals of reading as early as possible.

Launched in 2021, Mentava raised a $3 million seed round in March 2022 from investors including Floodgate, Eric Ries, Tim Ferriss, and Garry Tan.

Current success

In a pilot with 30 families, two-year-olds achieved second-grade reading levels in just 50 hours of engagement, roughly 30 minutes a day over three months.

Current challenges

Today, Mentava still boasts a hefty price tag. Comparing itself directly to private schooling and tutoring, Mentava's iPad self-serve software is $500 per month.

Despite the value the vast majority of parents place on their child's development, how many are willing or able to pay that amount for an iPad app? Will Mentava come down the cost-value curve to try and attract more mainstream adoption?

As with Synthesis, there are strong signs of built-in obsolescence with Mentava; what happens when a child completes the learning content quickly and effectively? There seems to be an adverse incentive to drag out the lifetime utility of these products. Let's see how Mentava and Synthesis navigate this conflict.

FlintK12’s Classroom Copilot

Instead of targeting parents, FlintK12's target customers are schools.

FlintK12 provides a platform where teachers can create interactive homework and in-class activities, which get automatically marked by LLMs.

The interactive assignments include language lesson role-plays to math problem-solving sessions, essays about historical figures to analysis of literary texts.

Licensed schools pay from $3,000 to $6,500 per year, covering up to 500 users, with custom enterprise pricing dropping below $0.65 per student per month for large districts.

Current success

Flint’s AI can draft worksheets, quizzes, and mark work in seconds, aligned to state standards or custom objectives, saving teachers up to an alleged 10 hours per week (Y Combinator).

Flint has seen early success selling directly to schools, which is notoriously difficult. If Flint can embed itself as a dependable tool for teachers, it can justify high (and possibly positive) net revenue retention.

Current challenges

As with any sclerotic bureaucratic system, selling to schools is really slow and hard. Seemingly countless stakeholders and endless review processes.

Not to mention that many of the bureaucrats that Flint is selling to may actually be afraid of its technology.

This isn't selling a school new HR software, this is selling software that fundamentally questions the role of a human teacher in the development of a child's education.

It seems Flint is acutely aware of these challenges and is giving great effort to educate users and customers on the value of its software, positioning the tools as a time-saving method to help a teacher focus on the more meaningful and higher leverage aspects of their role.

Lessons for K-12 edtech startups

After talking with a few founders of edtech startups, many that actually 'failed' (i.e., didn't yield venture-grade returns), there are a few key lessons that would be good to highlight, not least to help the above-mentioned companies.

Parts of this advice may hopefully be transferable to your domain or industry, too.

1. Know the difference between a 'user' and a 'customer'

The tricky thing with an educational app, especially one aimed at younger audiences, is that the person getting the most benefit from using the app (the child student) isn't the one with the ability to purchase (the adult, teacher, or school authority).

There are many tangible logistical issues with building an app for kids. Kids often don't have their own digital device, so distribution needs to start with a different stakeholder. If the child doesn't have their own device, you need to encourage the parent to give their device to the child to learn (harder said than done).

Not only this, but there are more stringent rules (rightly so) on the App Store and Play Store for how an app designed for kids should function. For example, 'parental gating' is a key feature of an app purpose-built for kids; you need to identify if the current active user is an adult before triggering certain actions such as showing a paywall or opening an external link.

2. Understand your 'revealed' competition

When you think about making learning fun and engaging, the gold standard often thought of, from a UX perspective, is Duolingo.

However, for the K-12 audience, the primary competition for education apps isn't Duolingo, it's world-based games like Roblox.

Kids often lack the self-determination to start a habit like opening a learning app. Kids just want to play.

The infinite feeling of exploration, the obstacle-course-like challenges, and elements of role-play are just a few of the elements that make apps like Roblox so fun for kids.

This sets the bar for app experiences for kids: if it isn't as fun as Roblox, the majority won't persist much longer than 5 minutes per session, unless actively coerced by their parents.

A hypothetical… if you were to create a learning app that looked more like Roblox than Duolingo, how would it look?

3. The market has a big dichotomy

Seemingly, everyone can be split into two camps when it comes to the topic of education:

Camp 1: "Education should be a public right and free for everyone."

Camp 2: "Education is incredibly valuable, and I'll be willing to pay top dollar to give my child the best resources."

Sometimes, the first camp feels like the large vocal majority.

However, people in the second camp explain why there is a big market for private tutors, private schooling, and now a collection of premium-priced educational apps (e.g., Mentava currently charging $500 per month)

If you want to make money in edtech, you need to focus on the people already inside the second camp, and showcase why what you're building is better than any of the existing resources they are already paying for.

Future Outlook

As generative AI and multimodal models keep improving, we can expect richer immersive experiences.

From learning gravity with a cartoon version of Isaac Newton's AI avatar to visualizing historical events in virtual reality.

Education remains one of the most exciting and obvious spaces for AI to completely reimagine and recreate paradigms.

However, it remains a notoriously difficult space to build venture-scale companies. It requires incredible products, impeccable execution and unrelenting will.

— Alex BB

Get unlimited access to all insights.

Sign up to access

Read by the top in the industry