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ANGEL Learning (acquired by Blackboard in May 2009); Click2Learn and Docent merged to become SumTotal Systems in 2004; CourseInfo LLC (precursor company to Blackboard, which became Blackboard's core technology, founded by Stephen Gilfus
Sugar is a free and open-source desktop environment designed for interactive learning by children. It was developed by SugarLabs. [2] [3] Developed as part of the One Laptop per Child (OLPC) project, Sugar was the default interface on OLPC XO-1 laptop computers.
These laptops will provide students with the opportunity to enhance their learning and give them experience on the same technology and software they will see in their future careers.” [16] To support their 1-1 Model, Maine chose to reference free educational tools such as the Open Educational Resources Commons project , which provides free ...
A learning management system (LMS) is a software application for the administration, documentation, tracking, reporting, automation, and delivery of educational courses, training programs, materials or learning and development programs. [1] The learning management system concept emerged directly from e-Learning. Learning management systems make ...
College campuses used computer mainframes in education since the initial days of this technology, and throughout the initial development of computers. The earliest large-scale study of educational computer usage conducted for the National Science Foundation by The American Institute for Research concluded that 13% of the nation's public high schools used computers for instruction, although no ...
Cambium Learning Group is an American education technology and services company that creates computer software and hardware products serving students ranging from pre-kindergarten to adult. Cambium Learning is a portfolio company of Veritas Capital , a New York-based private equity firm.
The Learning Company was founded on May 8, 1980 by Ann McCormick; Leslie Grimm; Teri Perl; and Warren Robinett, a former Atari, Inc. employee who had programmed the game Adventure. [2] They saw the Apple II as an opportunity to teach young children concepts of math, reading, science, problem-solving, and thinking skills.
The district did not inform students or their parents, in any of its communications with them (including the district's promotion of the laptop program, guidelines about the laptops, and the individual contracts that it gave students to sign), that the laptops gave the district the ability to secretly take photographs of whatever was in the ...