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Classroom, Inc. Leading Two Panels at FETC

Featuring After the Storm: The Daily Byte, Newest Literacy Learning Game

Celia Alicata
Dir. Communications & Marketing




New York, NY – January 8, 2015—Classroom, Inc. will present alongside other edtech leaders at FETC, the annual largest gathering of edtech innovators, educators, and advocates later this month.

Don’t miss our sessions at FETC: one will explore the effectiveness of literacy learning games to engage and educate students, and the other explains the process of developing a learning game from development to dissemination. We are also participating in the pre-conference Playful Learning workshop, led by BrainPOP and Learning Games Network, which is a full day of professional development around integrating games in the classroom.

Engage, Educate, Assess: Can Learning Games Do It All
Featuring Christina Oliver, VP of Partnerships
When: Thursday, Jan. 22, 4:20-5:00 pm
Where: Rm. S230H

How do you know if the digital content you access will help students improve their skills or waste precious instructional time? Games and simulations can engage students and provide real-time data through embedded assessments, but not all games are created equal. Learn from a nonprofit with 20 years of experience creating game-based simulations about effective ways to find and use literacy learning games to assess the Common Core State Standards (CCSS), to build students’ academic identities, and to create successful blended learning classrooms. Broaden your perspective of CCSS-designed content for reading and writing that is both engaging and rigorous for students and that provides you, the educator, with helpful data on where students are struggling. As you encounter the hundreds of games being developed and distributed each year, this session provides a framework to assess the impact and instructional value of games.

Anatomy of a Learning Game
Featuring Anne Richards, VP Product Development
When: Friday, Jan. 23, 10:00-11:00 am
Where: Rm. S230H

Ever wondered about the process of making a learning game? It involves a lot more than just good programming. This panel shares perspectives from BrainPOP, Learning Games Network, FableVision, and Classroom, Inc. on different aspects of developing our latest learning game, After the Storm: The Daily Byte. After the Storm is a literacy learning game designed to middle school-level CCSS in reading and writing, and is integrated into school-day and afterschool environments. Check out the game on BrainPOP.

About Classroom, Inc.:
Classroom, Inc. is a nonprofit organization whose mission is to close the academic achievement gap by using technology and the world of work to engage, teach, inspire, and empower middle and high school students. For more than 20 years, we’ve created digital learning games that make authentic connections between school, college, and career using a blended learning model. Our learning games are successfully used in school, extended day, afterschool, and summer school environments. At Classroom, Inc. we believe that educators need effective tools, deeply engaging content, and continuous support to give all students the opportunity to succeed in school, work, and life.