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  2. 4 best money apps for teaching kids financial literacy - AOL

    www.aol.com/finance/4-best-money-apps-teaching...

    4 best money apps for teaching kids financial literacy. Courtney Frazer. December 17, 2024 at 12:20 PM ... games and age-appropriate lessons that help children grasp key money concepts naturally.

  3. JumpStart Adventures 3rd Grade: Mystery Mountain - Wikipedia

    en.wikipedia.org/wiki/JumpStart_Adventures_3rd...

    JumpStart Adventures 3rd Grade: Mystery Mountain is a personal computer game in Knowledge Adventure's JumpStart series of educational software. As the title suggests, the game is intended to teach a third grade curriculum. This is the only version of this game created and, unusually for Knowledge Adventure, was still being sold over fifteen ...

  4. AppyStore - Wikipedia

    en.wikipedia.org/wiki/AppyStore

    AppyStore was launched in 2014 as a platform providing content for kids between the ages of 1.5 and 6 years. AppyStore subsequently extended its services for kids up to 8 years of age. The company operates on a subscription-based model and claims to have 5,000 learning games and videos segregated in 18 learning areas developed to help children ...

  5. The ClueFinders - Wikipedia

    en.wikipedia.org/wiki/The_ClueFinders

    The first ClueFinders title, The ClueFinders 3rd Grade Adventures: The Mystery of Mathra, was released in January 1998, and The ClueFinders 4th Grade Adventures was released in July. The Learning Company used their new game as the prototype for Internet Applet technology, which allowed users to download supplementary activities from the ...

  6. List of educational software - Wikipedia

    en.wikipedia.org/wiki/List_of_educational_software

    This page was last edited on 13 January 2025, at 11:39 (UTC).; Text is available under the Creative Commons Attribution-ShareAlike 4.0 License; additional terms may apply.

  7. Simulations and games in economics education - Wikipedia

    en.wikipedia.org/wiki/Simulations_and_games_in...

    Economics education studies recommend the adoption of more active and collaborative learning methodologies (Greenlaw, 1999). [2] Simkins (1999) stated "… teaching practices, which rely heavily on the lecture format, are not doing enough to develop students' cognitive learning skills, attract good students to economics, and motivate them to continue coursework in the discipline" (p. 278). [3]

  8. Epic! - Wikipedia

    en.wikipedia.org/wiki/Epic!

    Epic! is an American kids subscription-based reading and learning platform. It offers access to books and videos targeted at children ages 12 and under. [1] The service can be used on desktop and mobile devices. [2] Epic! was founded in 2013 by Suren Markosian and Kevin Donahue [3] and launched in 2014. [4]

  9. Read Along - Wikipedia

    en.wikipedia.org/wiki/Read_Along

    Read Along, formerly known as Bolo, is an Android language-learning app for children developed by Google for the Android operating system. The application was released on the Play Store on March 7, 2019. [2] [3] [4] It features a character named Dia helping

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