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Classroom, Inc. News

April 9, 2018 Blog Posts

Community in Crisis chosen as a finalist for EdTech Digest’s Cool Tool Award!

We’re thrilled and honored to share that Community in Crisis was chosen by EdTech Digest as a finalist for its 2018 EdTech Cool Tool Award, specifically in the “games for

April 5, 2018 Blog Posts

We just updated Read to Lead!

April 2018 We’re thrilled to share that we just updated Read to Lead at rtl.classroominc.org with a focus on security, stability, speed, and usability. Below are the details, and if

March 26, 2018 Blog Posts

Introducing Play Nows, the easiest way to try Read to Lead!

We’re proud of the Read to Lead platform, but we’ve wanted to make it easy for more educators and students than ever before to access our amazing learning games. What

December 6, 2017 Blog Posts

What is Edtech’s Role in Out-of-School Time?

We’re thrilled to have written a guest column for EdTech Digest about our experiences in out-of-school time! Please have a look here and be sure to leave any comments at

November 22, 2017 Blog Posts

The Difference Between Giving Support and Designing Solutions

Last week, I attended a breakfast on K-12 Education Philanthropy sponsored by Town & Country in San Francisco. Jeff Raikes, co-founder with his wife of the Raikes Foundation, and former

October 21, 2017 Uncategorized

Using Technology to Augment Good Teaching: A Review of Screen Schooled

by Hee Jin Bang, Ph.D., Director of Research & Strategic Learning We read with great interest the recently published book, Screen Schooled: Two Veteran Teachers Expose How Technology Overuse Is

September 5, 2017 Research

How to Improve Struggling Readers’ Literacy Skills in Out of School Time Settings

by Hee Jin Bang, Ph.D., Director of Research & Strategic Learning What Do Educators in Out of School Time Programs Need? Classroom, Inc.’s Digital Learning Games As educators and parents,

September 21, 2016 Research

Making Better Data Dashboards: Summer, 2016

Classroom, Inc., BrainPOP, and Learning Games Network led a brainstorming with teachers and game designers on how to better display data on game dashboards to improve student learning. This white

August 12, 2016 Uncategorized

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.

June 7, 2016 Newsletters

June e-ClassNotes

Students Using After the Storm Jump Ahead of Peers and Exceed Reading Growth by 160%.