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Classroom, Inc. Featured as Leader in Digital Promise Study

Contact Information
Celia Alicata
calicata@classroominc.org
212.653.8117

For Immediate Release

New York, NY – October 8, 2015 – Classroom, Inc. has been recognized as a leader in using scientific research to design its edtech products. Digital Promise, a nonprofit that works to improve the opportunity to learn for all Americans through technology and research, published a report today along with profiles of the top edtech developers using research to guide product design.

Classroom, Inc. is cited in the report as a leading example in the research area of pedagogy and instruction in designing the learning experience. The organization’s design process for its learning games synthesizes research from multiple disciplines: adolescent literacy; engagement strategies for students struggling with reading; and game-based learning best practices that build in real world connections. In addition, using game data and third-party assessments, Classroom, Inc. conducts evaluations to demonstrate efficacy and create a continuous feedback loop in the product development process.

“Since literacy is the gateway to opportunity in our society, we start with the premise that effective learning games can delight and deeply engage students while also delivering a rigorous curriculum with embedded assessments. By using proven instructional strategies, as well as our own data analysis, we have a laser-like focus on outcomes,” explained Lisa Holton, president of Classroom, Inc.

Scientific research helps the educators Classroom, Inc. partners with align the games to core instructional content. The data being collected in the game shed light on reading skills, as well as on problem solving, persistence, decision making, and leadership, giving teachers multiple ways to measure achievement.

“[Classroom, Inc.] has changed students’ reading behavior! We love that they can’t just skim through and get by. Students are reading closely and are deeply engaging with their employees and varied texts to accomplish their work,” said Ms. Estes, 7th grader teacher in Daviess, KY.

From using game-based data that provide valuable feedback to students and educators, to in-house and external research on the effectiveness of its programs, being data-driven ensures Classroom, Inc. is focused on improving literacy and developing leadership skills for all students. Learn more about Classroom, Inc.’s approach to reading.

Read Digital Promise’s full report, Using Research in EdTech.

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About Classroom, Inc.

Classroom, Inc. is a nonprofit that develops literacy and leadership skills for middle school students in high-poverty communities. Students become the boss through our digital learning games set in the professional world. In the process, they read closely, think critically, and solve real-world problems, all while balancing the hectic demands of an exciting workplace.
By putting students in charge of their learning and providing support for educators, our programs deeply engage students and foster the critical literacy skills that will help them thrive in school and beyond. Learn more about our revolutionary approach, and find out how you can help at Classroominc.org.