Our story

IXL Learning was founded in 1998 when we released Quia Web, the first website that allowed teachers and learners to create and share customized study materials. The initial version featured three formats: a matching game, a concentration game, and flash cards. Soon after, quizzes were added, along with a dozen more game types. The concept was an overnight success, and Quia Web quickly became one of the most popular education sites in the early days of the internet.


Our mission, since then, has been to develop educational technologies that people can't live without—if only they existed. Our second product, Quia Books, is a highly interactive online textbook and workbook platform created specifically for language learning. Released in 2001, at a time when e-books weren't much more than PDF readers, Quia Books supported immersive, online workbook exercises with real-time feedback and an intelligent grading system.


Combining the best of computer learning and traditional classroom instruction, Quia Books allow publishers to mix and match closed-ended, computer-scorable questions with open-ended questions that are gradable by students' actual instructors. To date, more than 450 secondary- and higher-education language textbooks have been published on the Quia Books platform. These books are used in language courses ranging from Spanish and French to Chinese, Latin, and Arabic.


Our attention turned toward math in 2007, when we introduced IXL, a groundbreaking platform and curriculum for K–12 math education. As the world's most comprehensive math practice program, IXL covers more than 3,500 distinct math topics with algorithmically generated questions, meaning that every question is unique, and students never see repeats no matter how long they practice. Following the success of our math launch, we expanded IXL to include English language arts in 2013, offering unlimited, targeted practice of grammar, spelling, and vocabulary. In 2015, we expanded even further to include two new subjects, science and social studies, which provide expertly crafted content to challenge students to think critically, evaluate primary sources, and engage their innate curiosity. For teachers, IXL provides unparalleled insight into student performance through business-caliber reports and data analysis tools. IXL is now used by 1 in every 9 U.S. school children and by 250,000 teachers, as well as at home by families worldwide.

2016 marks the release of Sugarcane, a one-of-a-kind environment for studying and teaching absolutely anything. From a simple spreadsheet of information, teachers and learners can make up to 18 types of games and other activities and instantly share them online for free. Whether you are studying for an exam or want to test your pop culture knowledge, you are sure to learn something new. Stay tuned for more news about this exciting product, and create your first game today!