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Giggle Academy adopts philanthropy-funded model for global early learning platform

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Education Daily Wire Sep 17, 2025

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Changpeng Zhao, Founder of Binance & Giggle Academy | X

Giggle Academy has announced the launch of its new early learning platform, which will be free, globally accessible, and usable offline. This move sets it apart from subscription-based competitors in the educational technology sector.

According to Giggle Academy, its commitment to offering a free, offline-ready platform enters a market already serving early learners through established brands. These brands range from preschool to early secondary levels. ABCmouse targets children aged 2–8 with a comprehensive curriculum across core subjects available on web and mobile platforms. Lingokids serves the same age group with thousands of interactive activities using a play-based approach across multiple platforms. Khan Academy Kids provides a free program focused on reading, math, and social-emotional learning for roughly ages 2–8 on iOS, Android, and Amazon devices. Older learners are drawn to Adventure Academy, designed for ages 8–13 in an MMO-style world aligned with school subjects.

In this context, leading options often rely on subscriptions while fewer are free, highlighting how Giggle Academy's no-cost model differentiates it. ABCmouse offers multiple paid plans and promotes a 30-day trial as part of its subscription-led model; similarly, Adventure Academy provides monthly and annual tiers with trials and promotional discounts.

Giggle Academy’s strategy focuses on underserved communities and has received praise from Binance founder Changpeng "CZ" Zhao. He said the platform is "focused in poor areas no one wants to go build schools today," emphasizing that Giggle is targeting regions often overlooked by traditional education systems and for-profit EdTech firms. The platform’s free content and offline access make it particularly suitable for areas with weak connectivity or limited resources.

Founded by Changpeng Zhao, Giggle Academy positions itself as a gamified learning platform with a mission to deliver accessible education at scale. Early materials are already live on its site. Public statements reveal an ambition to reach up to one billion learners, supported by recent philanthropy-focused partnerships such as a $2 million education endowment with American Legion Charities. The program emphasizes a global experience that is offline-capable as a core design choice to prioritize underserved audiences.

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