FogStone Isle


"As a Tech TOSA, I have worked with teachers to use FogStone Isle with their students. Many have used this as a support to their fraction instruction. Students are happy to use FogStone Isle for their homework practice. Teachers report that student conceptual learning of fraction operations is deeper because of the models they use while playing FogStone Isle."

- Kristi Frankina – Evergreen School District, CA

Program Type

Curriculum/Instructional Materials
Hands on/Project-Based

Target Audience

All Students

Teachers/Educational Leaders




Pre-K - 5
Grades 6 - 8

 Accomplished link

Program Impact

Cignition’s FogStone Isle is a research-based, machine learning enabled virtual world program that brings meaning to mathematical concepts by incorporating them into “real world” phenomena. Cignition targets significant improvements in math outcomes by specifically focusing on three key needs; (i) changing attitudes by delivering a learning environment found highly engaging to both boys and girls, (ii) deepening student’s conceptual understanding, and (iii) preparing these students for future mathematical learning.

Since launching in 2016, Cignition’s FogStone Isle has been used by over 100,000 students and thousands of teachers nationwide, improving student engagement and outcomes in math. 

Cignition has witnessed promising results on two studies measuring improved conceptual understanding of fractions, resulting in dramatic absolute score gains of 31% and 30% respectively (rising 4th-to-5th graders and struggling 7th graders). We’ve also measured strong engagement and attitudinal changes among participating students, with study results showing over 80% of students choosing to play in their free time.


Program Overview

Cignition’s FogStone Isle engages late elementary through middle school children in a virtual sandbox world in which all activity is intrinsically mathematical. Kids grapple with the underlying math as they explore, create, and craft their own unique island. Every activity is carefully designed by a collaboration of master teachers, a neuroscientist, and a master game designer - basing crafting activities on visual manipulatives known to encapsulate the underlying mathematical concepts.

FogStone Isle is multi-functional, allowing it to be used in-school as a diagnostic tool, as a core CCSS supplement, for test-prep, intervention and accelerated/gifted learning as well as at-home for homework, homeschooling, academic enrichment and tutoring.

FogStone Isle leverages machine learning throughout, including personalized problem generation, personalized interventions, learner profiles, intelligent tutorials, and automated performance analysis and reporting for both teachers and students.

Please see for an example of the impact FogStone Isle has in the classroom.

How To Get Involved

FogStone Isle is free for in-school use, with afterschool programs available to schools and parents for purchase, allowing for healthy and educational after school screen-time and expanded learning opportunities beyond the classroom.

For just $100/class, all of a teacher’s students gain a full year of afterschool math engagement and enrichment through FogStone Isle.

Funders and Partners

Digital Promise - Partner

SETDA Emerging Technology Partner

ISTE Games PLN Co-Leader


John O’Connell, SVP Business Development

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Design Principles

The programs in this database clear a high bar. STEMworks reviewed each program against the Design Principles for Effective STEM Philanthropy.

  • Accomplished
  • Developing
  • Undeveloped

Overarching Principles

  • Need

    Identify and target a compelling and well-defined need.

  • Evaluation

    Use rigorous evaluation to continuously measure and inform progress towards the compelling need identified.

  • Sustainability

    Ensure work is sustainable.

  • Replication and Scalability

    Demonstrate replicability and scalability.

  • Partnerships

    Create high impact partnerships

  • Capacity

    Ensure organizational capacity to achieve goals.

STEM Principles

  • Challenging and Relevant Content

    Offer challenging and relevant STEM content for the target audience

  • STEM Practices

    Incorporate and encourage STEM practices.

  • Inspiration

    Inspire interest and engagement in STEM.

  • Under-Represented Groups

    Identify and address the needs of under-represented groups.