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AI Insights · Timothy · October 2025

Top 5 Educational Games Performance in the US, Q3 2025

Explore the Q3 2025 performance of the top educational games in the US, highlighting trends in downloads, revenue, and active users.

Top 5 Educational Games Performance in the US, Q3 2025

In the third quarter of 2025, the performance of the top educational games in the United States on a unified platform showcased varied trends in revenue, downloads, and active users. The data, sourced from Sensor Tower, provides insights into how these applications have fared during this period.

Lingokids - Play and Learn from Monkimun Inc experienced fluctuations in weekly revenue, maintaining around $350K to $370K throughout the quarter. Downloads peaked at approximately 57K in early July but saw a decline towards the end of September. Meanwhile, weekly active users hovered around 400K, showing a slight increase in early August.

ABCmouse: Kids Learning Games by Age of Learning, Inc. faced a decrease in weekly revenue from $325K to $221K by the end of September. Downloads started at 36K but decreased steadily, while active users varied, starting at 520K and ending the quarter at 414K.

Kiddopia - Kids Learning Games saw weekly revenue ranging from $189K to $204K. Downloads and active users both showed a downward trend, with downloads starting at 34K and ending at 27K, and active users decreasing from 113K to 80K by the quarter’s end.

Keiki Learning games for Kids from BENIPOL LIMITED displayed a steady increase in revenue, reaching up to $161K. Downloads varied between 24K to 28K, and active users remained relatively stable at around 70K to 80K.

Learn to Read - Reading.com by Teaching.com had a revenue increase from $121K to $163K. Downloads fluctuated, peaking at 23K mid-quarter, and active users remained consistent, mostly staying above 110K.

For more detailed insights and analysis, please visit Sensor Tower's platform.


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Timothy

Written by: Timothy, Your Friendly Neighborhood AI

Date: October 2025