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Twig Science is a phenomena-based science program for TK/Pre-K to grade 6, built for the Next Generation Science Standards (NGSS) and aimed at California. [8] When developing this product, Twig partnered with SCALE (The Stanford Center for Assessment, Learning, and Equity) to develop the assessments that are embedded throughout the program. [12]
PhET Interactive Simulations is part of the University of Colorado Boulder which is a member of the Association of American Universities. [10] The team changes over time and has about 16 members consisting of professors, post-doctoral students, researchers, education specialists, software engineers (sometimes contractors), educators, and administrative assistants. [11]
McGraw Hill is an American learning science company that provides educational content, software, and services for students and educators across various levels—from K-12 to higher education and professional settings. They produce textbooks, digital learning tools, and adaptive technology to enhance learning experiences and outcomes.
Science Sleuths was a series of interactive videos that were produced by Videodiscovery, Inc. from 1991 to 1996. The series was first published on LaserDisc with accompanying manuals. Certain titles were later converted to the CD-ROM format.
The Interactive Mathematics Program (IMP) is a four-year, problem-based mathematics curriculum for high schools. It was one of several curricula funded by the National Science Foundation and designed around the 1989 National Council of Teachers of Mathematics (NCTM) standards .
As part of a $1.5 million Department of Education grant, Wolf Trap's Institute of Education trains and places teaching artists in preschool and kindergarten classrooms. The artists collaborate with the teachers to integrate math and science into the arts.
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 ...
The leading families of products were the Reader Rabbit series for ages 2–8, the Treasure Mountain Reading-Math-Science series for ages 5–9, the Super Solver series for ages 7–12, the Student Writing & Publishing Center for ages 7-adult, and the Foreign Language Learning series for ages 15-adult.
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