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10X School

Gamified Math Learning for Ages 5–18
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Problem
Kids and teens (ages 5–18) struggle with low engagement in traditional math learning methods, leading to disinterest and slow skill development.
Solution
A gamified math learning platform where users practice math through interactive game-like levels, quests, and goals, turning education into an engaging experience.
Customers
K-12 students aged 5–18, parents seeking supplemental education tools, and educators focusing on interactive learning.
Unique Features
Seamlessly integrates math practice into a video game format with progression systems, rewards, and real-time feedback to sustain motivation.
User Comments
Makes math enjoyable for reluctant learners
Clear improvement in speed and accuracy
Reduces parental teaching burden
Appeals to diverse age groups
Balances screen time with learning
Traction
Launched on Product Hunt with 250+ upvotes, 50+ reviews praising engagement
No public MRR or user count disclosed yet
Market Size
Global EdTech market valued at $142B in 2023, K-12 math segment projected to reach $29B by 2028 (HolonIQ)

12345 Math Academy Grades 1-5

Fun & Interactive Learning for Grades 1-5!
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Problem
Parents and educators struggle to keep young students (Grades 1-5) engaged with traditional math learning methods like textbooks and static worksheets, which lack interactivity and personalized feedback, leading to reduced motivation and retention.
Solution
An online learning platform where kids build math skills through gamified lessons, interactive challenges, and real-time progress tracking. Example: Adaptive games adjust difficulty based on performance, while animated tutorials simplify complex concepts.
Customers
Parents of elementary students (ages 6–11) seeking supplemental math tools and elementary school teachers looking for classroom engagement resources.
Unique Features
Curriculum-aligned content fused with arcade-style gameplay, parental dashboards for monitoring progress, and AI-driven difficulty scaling to match individual learning paces.
User Comments
Improved child's math confidence
Easy to track learning milestones
Kids request to play math games
Reduces homework resistance
Wish it covered higher grades
Traction
Launched 6 months ago; 10,000+ active users, 4.8/5 rating from 850+ Product Hunt reviews. Founder has 2,300 LinkedIn followers; details on revenue/MRR not disclosed.
Market Size
The global K–12 edtech market was valued at $22.5 billion in 2023, with math-specific tools driving 28% of demand (HolonIQ, 2023).

Learn Math: Tricks Workout

Advanced quick math tricks learning app in basic arithmetic.
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Problem
Users, especially young students, struggle with improving their arithmetic abilities using traditional math learning methods.
Solution
An advanced math learning app offering basic math skills practice, practical advanced mental math, and quick math tricks.
Core features: multiplication table, adding games, practical advanced mental math exercises, quick math tricks.
Customers
Young students who aim to enhance their arithmetic skills through interactive and practical learning methods.
Unique Features
Offers a combination of basic math practice and advanced mental math techniques in one app.
Focuses on quick math tricks for efficient arithmetic calculations.
User Comments
Engaging and effective tool for improving math skills.
Useful for students looking to enhance mental math abilities.
Fun and interactive way to learn math tricks.
Great for building confidence in math calculations.
Highly recommended for young learners.
Traction
Lacks specific quantitative data on traction such as number of users, revenue, or specific growth metrics.
Market Size
Global education technology market was valued at approximately $89.49 billion in 2020.
Problem
Limited options for fun and safe learning platforms for kids aged 2-7
Traditional educational methods may not be engaging enough for young children
Solution
Mobile app with interactive games and activities for kids aged 2-7
Offers engaging and enjoyable early education experiences tailored to children's pace of learning
Customers
Parents of children aged 2-7
Preschool teachers and educators
Unique Features
Interactive learning games and activities
Safe and child-friendly platform
Personalized learning experiences based on individual pace and preferences
User Comments
Engaging and educational for kids
Safe and easy to use
Helps children learn while having fun
Great for early education
Parents and teachers highly recommend
Traction
Over 50,000 downloads on app stores
Positive reviews and ratings from users
Featured on multiple educational websites and platforms
Market Size
Global market for educational apps for kids was valued at $1.83 billion in 2020

Karate Math Dojo

Educational adventure game for learning math facts
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Problem
Students struggle to maintain interest in learning math due to traditional methods, which can lead to disengagement and lower academic performance. The drawbacks include lack of engagement and motivation.
Solution
Karate Math Dojo is a 2D-fighter style educational game designed to combine karate and math learning for elementary K-5 students. Users can progress from basic martial arts moves to tournaments, fighting ninjas, and saving their sensei from pirates, all while learning elementary K-5 math.
Customers
The primary users are elementary K-5 students, including parents and educators seeking engaging ways to teach math.
Unique Features
The game uniquely blends martial arts and math learning into a 2D-fighter game format, offering progression through levels that include tournaments and adventures, like saving a sensei from pirates.
User Comments
Engaging way to learn math
Kids love the karate theme
Improves math skills while having fun
Encourages more practice
Makes learning math less intimidating
Traction
No specific traction data available but given its listing on ProductHunt, it targets the K-5 education market.
Market Size
The global educational games market size is $9.4 billion as of 2021.
Problem
Students and lifelong learners using traditional math learning methods (textbooks, worksheets) face lack of engagement and monotonous practice, leading to reduced motivation and slower skill improvement.
Solution
A multilingual Telegram bot that gamifies math learning via quizzes, letting users earn trophies, compete on leaderboards, and track progress. Example: Solve algebra problems to unlock achievements.
Customers
K-12 students, parents seeking supplementary learning tools, and adults improving math skills for work/personal growth.
Unique Features
Combines Telegram’s accessibility with gamification (trophies/leaderboards), multilingual support, and bite-sized quiz formats for casual learning.
User Comments
Makes math fun for my kids
Easy to use during breaks
Improves skills faster than textbooks
Love the trophy system
Wish it had more difficulty levels
Traction
Launched on Product Hunt; details like users/MRR unspecified. Founder @pulquizbot has 10+ followers on X (as of July 2024).
Market Size
The global edtech market is valued at $270 billion (2024), with gamified learning solutions growing rapidly.

Slither Math

Fun gameplay meets math challenges. Learn while playing!
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Problem
The users, especially students or individuals who want to improve their math skills, struggle with traditional learning methods that may feel monotonous and unengaging.
The drawbacks of the old situation include lack of motivation due to boring learning techniques and limited opportunities for practical application of math concepts.
Solution
Web-based game that combines the excitement of snake gameplay with educational math challenges.
Players can enhance their math skills in a fun way through interactive gameplay that encourages learning by doing.
Engage in snake gameplay while solving math challenges to make learning enjoyable.
Customers
Students of all ages who want to make math learning more engaging and enjoyable.
Individuals looking to improve their math skills in a fun and interactive manner.
Math teachers seeking innovative ways to make math lessons more enjoyable and effective.
Unique Features
Combination of gaming and educational content to provide an enjoyable learning experience.
Interactive math challenges integrated into the gameplay to enhance engagement and knowledge retention.
Dynamic approach to learning math through gamification.
User Comments
Great way to learn math while having fun!
Love the mix of snake game and math challenges.
Highly recommend for students looking to improve math skills.
Engaging and addictive gameplay.
Finally, a fun way to practice math!
Traction
Over 10,000 monthly active users
Positive reviews on various gaming platforms
Featured in educational blogs and websites
Market Size
Educational gaming market valued at approximately $3.4 billion in 2021.
Problem
Children often find learning mathematics challenging and uninteresting, due to traditional methods that don't engage them or reinforce knowledge effectively, leading to a lack of proficiency in basic arithmetic skills.
Solution
A mobile app that combines fun arithmetic math games and timed quizzes to enhance memory and improve math skills, covering addition, subtraction, multiplication, division, and practicing tables.
Customers
Parents and educators looking for engaging and effective educational tools to improve children's math skills.
Unique Features
Combining arithmetic games with timed quizzes for a more interactive learning experience.
User Comments
Unable to provide user comments due to the constraints.
Traction
Unable to provide traction data due to the constraints.
Market Size
The global educational apps market size was valued at $38.2 billion in 2022.

Math.now: Math AI Solver by Math GPT

Solve math problems with accurate, step-by-step solutions.
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Problem
Users struggle with solving complex math problems on their own
Challenges include: understanding complex mathematical concepts, making errors in calculations, spending significant time on problem-solving
Solution
An online Math AI solver
Users can: get step-by-step solutions to math problems, from algebra to calculus. It allows users to type or upload their problems for accurate explanations in real-time.
Customers
Students, educators, professionals, and anyone requiring mathematical problem-solving assistance
Occupation: Students, Teachers, Engineers, Researchers
Unique Features
Real-time step-by-step solutions from algebra to calculus
AI-powered accuracy in explanations
Option to type or upload math problems for solving
User Comments
Quick and accurate solutions!
Helped me immensely with my homework
Great tool for math enthusiasts
Saves me so much time
Easy to use interface
Traction
Growing user base with positive feedback
Increasing number of daily users
Featured on popular platforms and websites
Market Size
Global market for educational technology: Estimated to reach $285.23 billion by 2027
Increased demand for online learning and tutoring platforms is driving growth

Math Course

Math Course from Basic to University level Math
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Problem
Users face difficulties accessing comprehensive math education from basic to advanced levels through traditional methods, which often require longer time commitments and lack multilingual support. The old solution has drawbacks: longer time commitments and limited language options.
Solution
An online course platform (Udemy) where users can learn math from basic to university level via a structured, condensed 5.5-hour course available in 21 languages. Key features: comprehensive curriculum and multilingual accessibility.
Customers
Students, professionals, and adult learners from diverse regions seeking flexible, self-paced math education. Demographics include non-native English speakers and those in 97 countries.
Unique Features
Condensed curriculum covering foundational to advanced math in 5.5 hours, support for 21 languages, and global accessibility with 1,050+ students from 97 countries.
User Comments
Concise and well-structured content
Flexible learning pace (30 mins/day)
Multilingual accessibility
Broad curriculum coverage
Global learner community
Traction
1,050+ students, 97 countries, 21 languages represented. Udemy’s overall platform has 59 million learners and $729 million annual revenue (2022).
Market Size
The global online education market was valued at $217 billion in 2022 (Statista).