Figure

Math...for humans


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figure:
fast facts

Figure is a supplementary math platform that reduces math anxiety and enables core-math students to learn through exploration and discovery. It makes learning math like learning to ride a bike.

The result is a revolutionary mathematics platform for students to effortlessly explore complex math concepts through an engaging, intuitive, and artful interface.

what’s the most failed
academic course?

make no mistake

Top-down. Traditional math education requires students to grasp abstract concepts before getting their hands dirty. This is the opposite of how most students learn best. 

Math Terrors. The negative-reinforcement in math education (work 100 equations and make 90 mistakes) leads to crippling anxiety that many students never shake. 

Repeating Mistakes. Innovation in the math education space is rare. Most new platforms simply replicate the failings of traditional math education in a digital format. 

Bottleneck. The founders were physics professors, yet they often couldn’t teach their students higher-level concepts because they are still stuck on basic concepts of Algebra.

Modernizing Math. Why use pen and paper in the 21st century? Frustrated by the lack of a modern tool to meet our needs, we searched… but it didn’t exist yet. So we built it.

active learning
for active minds

Finally learning math is like learning a language.

Tactile Play. Exploration and discovery within an immersive and interactive interface that allows students to jump in head first and play around with equations before they know the rules of Algebra. 

Active Learning. Countless studies have shown that instructional methods engaging students in the process lead to much higher memory retention. Shifting some of the leadership to the students gives them more responsibility for their own learning. 

Inclusive. Figure targets the learning methods that have been neglected by traditional math education, thereby capturing the very students who have been left behind.

figure:
fast facts

Figure is a supplementary math platform that reduces math anxiety and enables core-math students to learn through exploration and discovery. It makes learning math like learning to ride a bike.

The result is a revolutionary mathematics platform for students to effortlessly explore complex math concepts through an engaging, intuitive, and artful interface.

we speak math

Drag-and-drop Math. Our simple, intuitive interface offers a unique way of interacting with equations. Users can dive in and play, try things out, and see what happens.

 

Interactive Learning Modules. Subject-specific problem sets introduce students to the key concepts of each topic in the core-math curriculum and bring them up to speed.

 

Homework buddy. Students stuck on textbook problems can enter equations into Figure. It guides them through the process. But, the student still has to do the work, supporting independence and active learning.


Mobile Companion App. For students who don’t have access to laptops or desktops at home.


Presentation tool. Teachers can use Figure as an engaging classroom tool: project Figure onto a screen and bring equations to life. Or, use Figure with Zoom to communicate math remotely.

do the math

Mobile Version. First product had 11K+ downloads with 1,000+ paying customers. Experimented with subscription models but limited by our marketing budget. 

Web Platform. New flagship product, Figure Classroom, went through a series of beta releases before a launch in October 2020. The beta app was piloted with 15 schools. 

Growing Traction. 9 grant recipient districts in key reference states. Signed 12 school districts to a pilot-to-purchase program with intent to purchase.

TOTAL: 142 teachers and 11,899 students 

Home Edition. Responding to user requests we built a version for personal use. Launched in January 2021, Figure Home Edition had sales in the first week.

Partnerships. Active partnerships with CleverTouch and Desmos. Ongoing discussions with Pearson, Chegg, Renaissance, and Microsoft.

Patent. We have a patent: “Math Engine and Collaboration System for Technical Expression Manipulation”, U.S. Patent No. 10,643,493 B2

meet the team

A.C. Randono PhD CEO and Founder
With a background in teaching and research in mathematical physics, Dr. Randono saw a need for better active learning tools in the classroom. He co-founded Figure with the goal of changing the way we teach and learn math.

Katie Jenkins CTO
Following a career in human resources, Katie turned to web development. After serving as the Lead Full Stack Web Developer of Figure, she was promoted to CTO.

Ron Propri Lead Full-Stack Web Developer
A former high school math teacher, Ron brings insider knowledge of the needs of teachers to oversee the content creation suite of tools in Figure Classroom.

Joyce Whitby Lead Sales Consultant
As cofounder of Innovations4Education, Joyce has over 30 years of experience selling in the Ed Tech market.

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