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Classroom, Inc. News

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%.

April 20, 2016 Press Releases

Classroom, Inc.’s Literacy Learning Game After the Storm Helps Struggling Readers Jump Ahead of Peers

New report finds that students using After the Storm exceed expected reading growth by 160%

February 22, 2016 Newsletters

February e-ClassNotes

F E B R U A R Y  2  0  1  6 Classroom, Inc. and First Book Bring Literacy Games to Title 1 Schools! We’ve partnered with another national award-winning

January 6, 2016 Blog Posts

How 5 Extra Minutes of Reading a Day Makes a Difference

A recent report from Renaissance Learning on the amount of time kids spend reading has gotten a lot of attention. While results are based on the use of a particular

December 7, 2015 Press Releases

Classroom, Inc. Partners with First Book

Classroom, Inc. and First Book have launched a partnership to provide Title I schools access to Classroom, Inc.’s Read to Lead literacy game series.

November 18, 2015 Blog Posts

What Are The Top Skills Employers Look For?

Classroom, Inc.’s digital workplace learning games give students a head-start in applying critical-thinking and problem-solving skills in the very settings of their future.