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ABCmouse.com is a digital education program for children ages 2–8, created by the edtech company Age of Learning, Inc. [2] [3] The program offers educational games, videos, puzzles, printables, and a library of regular and “read-aloud” children’s books, covering subjects including reading and language arts, math, science, health, social studies, music, and art.
Stride, Inc. (formerly K12 Inc.) is a for-profit education company that provides online and blended education programs. Stride, Inc. is an education management organization (EMO) that provides online education designed as an alternative to traditional "brick and mortar" education for public school students from kindergarten to 12th grade (hence its former name), as well as career learning ...
The series was expanded into other age groups and beyond games to include workbooks, direct-to-video films, mobile apps, and other media under the ownership of Knowledge Adventure, which later assumed the name JumpStart Games. A JumpStart online virtual world was officially launched in March 2009, offering a blend of educational content and ...
Discover the best free online games at AOL.com - Play board, card, casino, puzzle and many more online games while chatting with others in real-time.
The Johns Hopkins Center for Talented Youth (CTY) is a gifted education program for school-age children founded in 1979 by psychologist Julian Stanley at Johns Hopkins University. It was established as a research study into how academically advanced children learn and became the first program to identify academically talented students through ...
ExploreLearning is a Charlottesville, Virginia-based education technology company that operates a large library of interactive online simulations for mathematics and science education in grades 3–12 called 'Gizmos'. ExploreLearning also makes Reflex, an online, game-based system for math fact memorization. [1]
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In his book What Video Games Have to Teach Us About Learning and Literacy, James Paul Gee talks about the application and principles of digital learning. Gee has focused on the learning principles in video games and how these learning principles can be applied to the K-12 classroom. Successful video games are good at challenging players.
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