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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.
Games and learning. Games and learning is a field of education research that studies what is learned by playing video games, and how the design principles, data and communities of video game play can be used to develop new learning environments. Video games create new social and cultural worlds – worlds that help people learn by integrating ...
Khan Academy is an American non-profit [ 3] educational organization created in 2006 by Sal Khan. [ 1] Its goal is to create a set of online tools that help educate students. [ 4] The organization produces short video lessons. [ 5]
Educational music. Educational music, is a genre of music in which songs, lyrics, or other musical elements are used as a method of teaching and/or learning. It has been shown in research to promote learning. [1] [2] Additionally, music study in general has been shown to improve academic performance of students.
When a little boy burst into tears in her third-grade classroom last fall, Audrey Jost pulled him aside while the other kids were at recess. A few days later the boy returned with contact lenses ...
Crayons to Classrooms is a Dayton, Ohio 501 (c) (3) charity providing free school supplies to area students who cannot otherwise afford them. The organization functions as a free store for teachers of under-served children, stocking basic needs such as notebooks, pencils and pens, and art supplies for Kindergarten through Grade 12 classrooms.
The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [ 1][ 2] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [ 3] Gamification, broadly defined, is the process ...
Since July 2023, 11 states have imposed new rules aimed at limiting students’ phone use in the classroom and on campus. That list is primed to get longer. That list is primed to get longer.
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