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ABCmouse.com Early Learning Academy 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.
Let's Go is a series of American-English based EFL (English as a foreign language) textbooks developed by Oxford University Press and first released in 1990. While having its origins in ESL teaching in the US, and then as an early EFL resource in Japan, [1] the series is currently in general use for English-language learners in over 160 countries around the world. [2]
The game is designed to teach children skills such as mathematics, phonics, reading, and listening. [2] The press release said the game "incorporates lively music, vivid graphics and charming characters to encourage imaginative learning". [1] The game featured 16-bit color and sound. [3]
Sesame English is an American television/video series developed as a collaboration between Sesame Workshop and Berlitz International. [1] Launched in 1999, with Taiwan and China as the debut markets, the series differs from the typical international versions of Sesame Street in that it was devised as a supplement to ESL (English as a Second Language) instruction. previously, the original ...
a belief that each child can learn to read and write regardless of background; an early, systematic, and "explicit" (i.e. specific and clear) teaching of phonics; the phonics instruction was followed by "direct teaching". Students learn best from an approach that includes phonemic awareness, phonics, fluency, vocabulary knowledge and comprehension.
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in ...
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