/Companies

immersionED

Techstars '23Techstars '23

Greenwich, US · Founded 2022 · Delaware corporation · 7 employees on LinkedIn · 1 known investors

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Immersioned develops adaptive simulations and curriculum to develop critical thinking and problem-solving competencies in learners. The platform uses AI-powered real-time analysis of reasoning and decision-making to personalize learning experiences for educators and organizations.

Also known as Immersioned · ImmersionED

Founders & leadership

IG
Irina GavrilovaNamed on SEC filing
CW
Charles WilsonNamed on SEC filing

Investors · 1

Techstarslisted by TechstarsBoulder · $220K

How we know: the Techstars portfolio · open dataset · Top 3000 Accelerator Startups (no YC) 2026-08 · Not right? Tell us

Reported raises · per SEC filings

Form D private placements

$177.5K disclosed across 2 rounds · 2022–2023

▶$100KraisedMar 2023 · 1 investors · Other Technology
Rule 506(b)
Officers, directors & promoters on the filing
  • Irina GavrilovaDirector
  • Charles WilsonExecutive Officer, Director
Offering amount
$100K
Amount sold
$100K
First sale
Feb 2023
Incorporated
Corporation, Delaware, 2022
Federal exemptions
06b
Full filing on SEC EDGAR ↗
▶$77.5KraisedMar 2023 · 4 investors · Other
Rule 506(b)
Officers, directors & promoters on the filing
  • Irina GavrilovaDirector
  • Charles WilsonExecutive Officer, Director
Amount sold
$77.5K
First sale
Jun 2022
Incorporated
Corporation, Delaware, 2022
Federal exemptions
06b
Full filing on SEC EDGAR ↗

Source: SEC EDGAR Form D. Amounts as filed; amended filings shown once at their latest values.

Company profile

researched Sep 2026

immersionED is an education technology company that builds AI-powered adaptive simulations in which learners apply knowledge in realistic scenarios, make decisions in writing, and receive real-time, competency-aligned feedback. The stated aim is to make thinking visible, measurable and teachable by scoring how learners reason, decide and solve problems rather than what they can recall.

The platform combines immersive simulations, instructional resources intended to reduce teacher preparation, tools for institutions to build their own courses and scenarios, real-time scored analytics on strengths and growth areas, and competency profiles measuring reasoning, judgment, communication and problem-solving. Product lines are organized into K-12 learning simulations aligned to standards, higher education simulation-based courses built from university syllabi, and role-based workforce simulations with a licensable simulation engine.

The company originated in history education, building realistic learning video games such as The Boston Massacre before shifting to generative-AI-driven adaptive simulations. Its marketing positions the approach on published active-learning research, citing effects on exam performance, achievement gaps, failure rates and retention.

Founding story

Chad Wilson, a former Morgan Stanley investment banker and high school world history teacher, founded the company on the conviction that people learn by thinking rather than memorizing. Frustrated by students describing history as boring, he built a multi-year career plan spanning banking and teaching to address the problem. While teaching remotely during the pandemic, a student remarked that he already knew the material from playing Assassin's Creed, prompting Wilson to run Twitch streams in which he played historical games while lecturing to several hundred students. The engagement that followed led him to found immersionED to deliver the experience at scale.

Business model

immersionED sells an AI-powered simulation platform to schools, higher education institutions and organizations. Product lines span standards-aligned K-12 learning simulations, simulation-based higher education courses that convert university syllabi into adaptive competency-measured courses, and role-based workforce simulations with competency profiling and a licensable simulation engine. Revenue is classified as licensing, recurring and software. During the earlier video-game phase, the company reported that pilot teachers had begun a payment process for paid access.

Licensing and recurring software revenue from educational institutions and organizations, with paid access to simulations and a licensable simulation engine for workforce use.

Traction

The company reported more than 4,000 schools or teachers signing up at its broad launch, a 90 Net Promoter Score, a 72% increase in student engagement and a 54% boost in critical thinking development for its Boston Massacre game. In its 2024 pilot, 50 schools were selected from thousands surveyed; students rated the games 40% more engaging than traditional coursework and 95% of participating teachers indicated they wanted to pay for access. The company also stated it had launched to a network of 35,000 schools through an affiliate. Headcount was reported at 7 employees as of February 2024 and in a 1-10 band subsequently.

Latest developments

Following the April 2025 beta of the AI-driven 'Pick Your Path' History Adventures and the retirement of The Boston Massacre game, the company's site presents a broader platform spanning immersive simulations, instructional resources, scenario and course creation, analytics and competency profiles, with product lines extending beyond K-12 history into higher education courses and workforce simulations.

▸Full profile — market position, technology, go-to-market, geography, history

Market position

A pre-seed stage education technology company operating in AI-enabled simulation and game-based learning, listed alongside peers such as Muzzy Lane Software, Bodyswaps, Mursion and Marketplace Simulations. It reported that 94% of more than 4,000 surveyed history teachers expressed interest in using its games, and reported a 90 NPS for its early title.

The company positions itself as measuring how people think rather than what they remember, contrasting its competency scoring with tests and traditional tools. Its 'Pick Your Path' simulations use a patent-pending structure in which multiple AI models operate together alongside thousands of pre-vetted documents, so that learner decisions shift the narrative and generate live feedback — an adaptivity the founder described as economically impractical with the company's earlier hand-built video games. Earlier game development emphasized capital efficiency through Unreal Engine 5, adoption of pre-made or orphaned digital assets, and generative AI for asset creation.

Technology

A web application built on a patent-pending structure that orchestrates multiple generative AI models together with thousands of pre-created, pre-vetted documents to drive branching, adaptive narratives with live scored feedback. Development began with a custom GPT, moved to API assistants, and drew on newer models such as ChatGPT-4o. The earlier video game products were built in Unreal Engine 5 using pre-made digital assets and generative-AI-created assets, and are classified under AR/VR technology.

Go-to-market

The company markets directly to teachers, schools and institutions through free simulations, playable demos and demo requests on its website, and has built distribution via large teacher and school networks — more than 4,000 schools and teachers signed up at its broad launch, a network of roughly 5,000 teachers for the AI simulation beta, and a stated affiliate launch to 35,000 schools. Early adoption was developed through surveys of thousands of schools followed by a selected 50-school pilot program.

K-12 teachers, schools and districts; universities and higher education institutions; and organizations developing workforce competencies, alongside individual students and educators.

Geography

United States. Listings associate the company with Greenwich and Cos Cob, Connecticut, and with Chicago, Illinois.

History

Founded in 2022, the company initially built realistic history learning video games using Unreal Engine 5, pre-made digital assets and generative AI, beginning with 20-minute episodes set in historical worlds. It took part in the Techstars Chicago accelerator in 2023 and pitched on The Pitch podcast in September 2024, at which time it said it was raising a $1.5 million pre-seed round and had launched to a network of 35,000 schools via an affiliate. After a broad launch that signed up more than 4,000 schools and teachers, feedback that the games could not cover all of history or adapt to each student led the founder to rebuild the product around generative AI. The company developed a patent-pending structure combining multiple AI models with thousands of pre-vetted historical documents, produced 70 US history episodes with four playable characters each, announced a beta release of 'Pick Your Path' History Adventures for April 2025, and retired The Boston Massacre game in mid-April. The platform has since broadened from history video games to adaptive simulations and competency measurement across K-12, higher education and workforce settings.

Compiled by commissioned research from 8 cited public sources — announcements, filings, and press listed under research sources below.

Key figures

latest reported
Boost in critical thinking developmentJan 202554%
Employee bandJan 20261-10
EmployeesFeb 20247 employees
HeadcountAug 20267
History episodes created (US history)Jan 202570 episodes
Increase in student engagementJan 202572%
Net Promoter Score (The Boston Massacre game)Jan 202590 NPS
Pilot schools selectedJan 202450 schools
Pilot teachers indicating willingness to pay for accessJan 202495%
Students viewing games as more engaging than traditional courseworkJan 202440%
Surveyed history teachers interested in using the gamesJan 202494%
Teachers/schools signed upJan 20254,000 schools/teachers

Company-reported or press-reported figures, each dated to when it was claimed — not independently audited.

Related companies · 4

Companies working in the same space as immersionED.

Timeline · 6

launches, deals, and filings
Apr 2025
Beta release of AI-driven 'Pick Your Path' History Adventures

Announced beta launch to a network of roughly 5,000 teachers of patent-pending, generative-AI-driven adaptive learning simulations covering 70 US history episodes with four playable characters each.

source ↗

Apr 2025
Retirement of The Boston Massacre game

The company announced it would sunset The Boston Massacre video game in mid-April as it transitioned to AI-driven simulations.

source ↗

Sep 2024
Featured pitching on The Pitch podcast (Season 12, Episode 7)

Founder and CEO Chad Wilson pitched immersionED to investors Cyan Banister, Charles Hudson, Elizabeth Yin, Mac Conwell and Jesse Middleton, stating the company was raising a $1.5 million pre-seed round.

source ↗

Jan 2024
Distribution launch through affiliate network of 35,000 schools

The company stated it had launched to a network of 35,000 schools through an affiliate partner.

source ↗

Jan 2024
Broad launch of learning video games to 4,000+ schools

immersionED launched its learning video games, including The Boston Massacre, signing up more than 4,000 schools/teachers.

source ↗

Jan 2023
Participation in Techstars Chicago accelerator

immersionED is listed as part of the Techstars Chicago 2023 accelerator class.

source ↗

Dated company events from announcements, filings, and press; legal rows summarize public dockets and regulator releases.

Legal entities · 1

corporate structure
immersionEDDelaware

▸Research sources · 8

primary sources listed

8 public sources were cited for this profile; the first-party ones are listed here.

Frequently asked questions

What does immersionED do?
AI-powered adaptive learning simulations that measure and develop reasoning, judgment and problem-solving in K-12, higher ed and workforce settings.
Who are immersionED's investors?
immersionED's investors include Techstars.
How much funding has immersionED raised?
immersionED has disclosed $177.5K raised across 2 rounds.
Where is immersionED headquartered?
immersionED is headquartered in Greenwich, US.