Classroom, Inc. Receives $1 Million Grant from New York Life Foundation

Largest Grant in the Organization’s History Will Reach 2,500 Students
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Students play the role of boss in our literacy learning games.

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We forge relationships with schools and organizations that are working to close the opportunity gap.

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Outcomes matter. We track the impact of our programs across a variety of measurements.

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Equity in Digital Games

Getting Smart talks about the digital gaming divide in high-poverty communities and how Classroom, Inc. is working to close it while increasing student growth.

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