
Osmo is an educational gaming system that combines hands-on play with digital experiences for children. It uses physical game pieces and a tablet (like iPad) with a special base and reflector to interact with digital games. The company's approach aims to make learning fun and engaging by bridging the gap between tangible objects and digital content, allowing children to draw, code, spell, and more through interactive play. Osmo is recognized for its award-winning educational games.

Osmo is an educational gaming system that combines hands-on play with digital experiences for children. It uses physical game pieces and a tablet (like iPad) with a special base and reflector to interact with digital games. The company's approach aims to make learning fun and engaging by bridging the gap between tangible objects and digital content, allowing children to draw, code, spell, and more through interactive play. Osmo is recognized for its award-winning educational games.
What they do: Hybrid physical–digital educational gaming kits and apps for children
Founding: Founded in early 2013 by Pramod Sharma and Jérôme (Jerome) Scholler
Funding (pre-acquisition): Raised >$30M across venture rounds (notable: $12M Series A in 2014; $24M in 2016)
Exit: Acquired by BYJU'S in January 2019
Early childhood / K-12 educational engagement and blended learning
2013
Education Technology; Children's Games
$12,000,000
Participants included Upfront Ventures and K9 Ventures
$24,000,000
Investors named in coverage included Mattel, Houghton Mifflin Harcourt, Collab+Sesame, Accel, Upfront Ventures and K9 Ventures
“Investors included strategic toy and education players (Mattel, Sesame Workshop) alongside venture firms (Accel, Upfront, K9), indicating interest from both strategic and financial backers prior to acquisition.”