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Education Technology · Profile from Education Technology Research Companion

Labster

The Copenhagen-founded company that turned the university science lab into a library of gamified 3D simulations. It sold licences to universities and high schools, rode the 2020 campus closures to a $60m Andreessen Horowitz-led round and roughly $150m in total venture funding, bought the nursing VR platform UbiSim, and then spent 2022–2026 cutting costs, changing CEOs and trying to prove that a pandemic-era stopgap is a lasting part of STEM teaching.

At a glance

Founded
2011, Copenhagen, Denmark (roots in work at the Technical University of Denmark, reported)
Founders
Mads Tvillinggaard Bonde (PhD, biotech) and Michael Bodekaer Jensen (serial entrepreneur)
Headquarters
Copenhagen, Denmark; large US operation (Boston area) serving North American institutions (verify current office footprint)
Ownership / structure
Private, venture-backed (Danish ApS / holding structure). Investors include Andreessen Horowitz, Owl Ventures, GGV Capital, Balderton Capital, Northzone, Nordic Makers and Sofina (reported)
Leadership (2026)
Shawn Boom, CEO (since January 2024; ex-Blackboard, ex-Vanco). Co-founder Michael Bodekaer Jensen moved from CEO to executive board member focused on AI strategy; co-founder Mads Bonde is executive board chairman
Segment and buyer
Higher education (biology, chemistry, physics, health sciences and nursing) and US high schools. Buyers are universities, community colleges, schools and districts; some per-student access is sold through bookstores and publisher bundles
Scale
300+ virtual lab simulations; 3,000+ institutions; 6m+ students in 100+ countries have used it (company claims, January 2024). Revenue not disclosed
Capital raised / valuation / market cap
~$147m–156m total venture funding (Tracxn and PitchBook figures). Largest rounds: $60m Series C led by a16z (February 2021) and a ~$47m extension with Sofina (2022, reported). Valuation not disclosed
Signature moves
Founding on gamified simulations (2011); VR labs with Google and the ASU online biology degree (2017–18); free access for closed campuses (2020); a16z-led $60m round (2021); UbiSim acquisition (announced 2021, closed 2022); post-COVID layoffs and reset (2022–23); CEO change and AI pivot (2024). Misses: growth plan priced for permanent pandemic demand; repeated layoffs; VR consumer hardware (Google Daydream) discontinued

8 strategic moves analysed

Each one gets a full strategy file in the companion: context, the decision, the financing, what happened, and the lesson.

  1. 2011

    Founding Gamified Virtual Labs

    Launch

  2. 2017

    VR Labs with Google and ASU

    Partnership / launch

  3. 2019

    Series B US Expansion

    Funding round

  4. 2020

    COVID Free Access Remote Lab Surge

    Pricing change (temporary free access) / market expansion

  5. 2021

    Acquires UbiSim

    Acquisition

  6. 2021

    a16z Series C

    Funding round

  7. 2022

    Layoffs and Post COVID Reset

    Restructuring

  8. 2024

    CEO Transition and AI Strategy

    Restructuring (leadership change) / AI launch