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152 results - showing 21 - 40
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Big Ideas Math - Rigor, Fluency and Application
Instructional / Curriculum

Product Details

Overview
Core Curriculum Mathematics Grades 6–12

Big Ideas Math is Big Ideas Learning’s print and digital mathematics curriculum. It is intended primarily for middle- and high-school mathematics students, with some programs extending to elementary grades, with math teachers, students, coaches, and curriculum leaders using it to support conceptual understanding, procedural fluency, problem solving, modeling, and secondary course sequences.

Teachers use sequenced lessons, examples, explorations, practice, assessment, and digital tools across courses from middle-grade mathematics through advanced high school. Districts should evaluate how the product fits adopted curriculum, student needs, instructional time, and the work educators must do around it.

BizWorld.org - Teaching Entrepreneurship for Kids!
College / Career Planning

Product Details

Overview

BizWorld is a nonprofit provider of hands-on entrepreneurship, business, financial-literacy, STEAM, and durable-skills programs. Its classroom curricula ask students to form teams, develop products or app-based solutions, make financial and marketing decisions, pitch ideas, and operate simulated or real microbusinesses.

The programs build career awareness, initiative, teamwork, communication, and practical business skills, but they do not provide districtwide college planning, application management, academic pathway tracking, or counseling workflows. BizWorld therefore belongs more naturally with entrepreneurship, financial literacy, project-based curriculum, or career-connected learning.

Blocksi
Device Management (MDM)

Product Details

Overview

Blocksi is a K–12 web filtering, classroom management, student-safety, and Chromebook oversight platform. It gives district administrators, teachers, and other authorized users role-specific dashboards for controlling web access, viewing student activity, managing classroom browsing, and responding to safety or policy concerns.

Although Blocksi includes device-oriented visibility and controls, its central value is managing student online activity rather than provisioning and maintaining a general endpoint fleet. It fits better in a web filtering, classroom management, or student digital safety category, with a cross-reference from Chromebook management if the catalog supports one.

How to Use Book Creator
Instructional / Curriculum

Product Details

Overview
Creative Tool Multimodal Literacy Grades K–12
Book Creator is a digital book-authoring and publishing environment. It is intended primarily for K–12 learners creating books, portfolios, comics, reports, and multimedia explanations, with students, teachers, special educators, multilingual-learner staff, and librarians using it to support writing, multimodal composition, accessibility, student voice, and demonstration of learning.
Students combine text, drawing, images, audio, video, links, and accessibility supports to create individual or collaborative publications. Districts should evaluate how the product fits adopted curriculum, student needs, instructional time, and the work educators must do around it.
Scholastic BookFlix
Instructional / Curriculum

Product Details

Overview
Digital Literacy Resource Paired Texts Grades PreK–3

BookFlix is Scholastic’s digital paired-fiction-and-nonfiction literacy resource. It is intended primarily for early-childhood and primary-grade readers, with students, teachers, librarians, multilingual-learner staff, and families using it to support early literacy, informational reading, vocabulary, comprehension, and book engagement.

Children watch or read paired books and use related games, vocabulary, author information, and comprehension activities. Districts should evaluate how the product fits adopted curriculum, student needs, instructional time, and the work educators must do around it.

Creating and Publishing Boom Cards for SLPs!
Instructional / Curriculum

Product Details

Overview
Supplemental Practice Interactive Tasks Grades PreK–12
Boom Learning / Boom Cards is a marketplace and delivery platform for interactive Boom Cards. It is intended primarily for learners across grade levels using teacher-selected self-checking task decks, including many special-education and early-learning contexts, with students, teachers, special educators, interventionists, and content creators using it to support skill practice, immediate feedback, formative checks, and reusable digital task cards.
Teachers assign purchased or self-created decks and review response data while students complete short interactive tasks. Districts should evaluate how the product fits adopted curriculum, student needs, instructional time, and the work educators must do around it.
Discover All the Ways to Make $1 on Brainingcamp Digital Money Manipulative
Instructional / Curriculum

Product Details

Overview
Math Manipulatives Visual Modeling Grades K–12

Brainingcamp is a virtual mathematics-manipulatives and lesson platform. It is intended primarily for K–12 mathematics learners using virtual manipulatives, with students, math teachers, interventionists, special educators, and families using it to support mathematical representation, number sense, fractions, algebra, geometry, and problem solving.

Learners use digital number lines, base-ten blocks, fraction tools, algebra tiles, graphs, and other models during instruction or independent work. Districts should evaluate how the product fits adopted curriculum, student needs, instructional time, and the work educators must do around it.

Instructional / Curriculum

Product Details

Overview
Supplemental Content Multimedia Grades 3–8
BrainPOP is an animated multimedia learning platform with short explanations and connected activities. It is designed primarily for primarily upper-elementary and middle-school students, with related products for younger learners and multilingual audiences, with teachers, students, librarians, and families using it to support background knowledge, vocabulary, concept introduction, review, and discussion across subjects.
Teachers use topic movies, quizzes, vocabulary, games, readings, and creative tasks to launch or reinforce instruction and give students multiple ways to engage with a concept. The product should be evaluated for the specific learners, instructional setting, and intensity of support a district intends—not simply as another source of digital activities.
Brighten Learning - The only INTERACTIVE Animated Lessons for  Social-Emotional Learning
Social / Emotional Learning

Product Details

Overview
Brighten Learning is your source for teaching social skills, life skills and career readiness. Our unique animated programs are engaging, interactive and easy to teach for educators AND families.
Navigating Canvas LMS
Learning Management Systems

Product Details

Overview
Canvas by Instructure is a full learning management system used by K–12 districts to build courses, organize modules, deliver multimedia instruction, collect assignments, administer quizzes, grade work, communicate, and track student participation and performance. It can serve as the central hub for classroom applications and digital curriculum.
Canvas supports district-wide templates and governance while allowing teachers to adapt instruction for individual courses. Its open architecture, LTI ecosystem, APIs, mobile applications, SIS connections, accessibility features, and K–5 experience make it a flexible but administratively substantial platform.
Carnegie Learning
Instructional / Curriculum

Product Details

Overview
Core Curriculum Mathematics Grades 6–12

Carnegie Learning is a curriculum portfolio best known for MATHia and secondary mathematics materials. It is designed primarily for primarily middle- and high-school mathematics students, with additional products serving other grades and subjects, with math teachers, students, coaches, interventionists, and curriculum leaders using it to support conceptual understanding, problem solving, procedural fluency, and adaptive mathematics practice.

Students work through teacher-led collaborative lessons and individualized software practice while educators use reports to identify misconceptions and adjust instruction. The product should be evaluated for the specific learners, instructional setting, and intensity of support a district intends—not simply as another source of digital activities.

Introducing CK-12's Flexi 2.0
Instructional / Curriculum

Product Details

Overview
Open Educational Resources STEM Grades 6–12

CK-12 is a free digital learning platform centered on FlexBooks and standards-aligned resources. It is designed primarily for primarily middle- and high-school learners, with content extending into elementary and college-preparatory subjects, with students, teachers, curriculum writers, and families using it to support open textbooks, simulations, practice, adaptive learning, and customizable stem resources.

Teachers can adopt, remix, and assign digital texts, interactives, questions, simulations, and practice while students use them for instruction, reference, or review. The product should be evaluated for the specific learners, instructional setting, and intensity of support a district intends—not simply as another source of digital activities.

Code Combat Introduction - A fun way for kids to learn how to code!
Instructional / Curriculum

Product Details

Overview
Computer Science Game-Based Learning Grades 4–12

CodeCombat is a game-based programming curriculum and practice environment. It is designed primarily for upper-elementary through high-school learners beginning or extending computer programming, with computer-science teachers, students, after-school programs, and curriculum leaders using it to support coding syntax, computational thinking, problem solving, and computer-science concepts.

Students write real code to solve progressively structured game challenges while educators assign courses and monitor concept mastery. The product should be evaluated for the specific learners, instructional setting, and intensity of support a district intends—not simply as another source of digital activities.

CodeHS Webinar: Top Tools to Track Student Progress on CodeHS Pro
Instructional / Curriculum

Product Details

Overview
Core/Supplemental Curriculum Computer Science Grades 6–12

CodeHS Pro is the paid school edition of CodeHS’s secondary computer-science curriculum and platform. It is intended primarily for middle- and high-school learners in computer science, cybersecurity, web, and technology courses, with students, computer-science teachers, CTE staff, counselors, and curriculum leaders using it to support programming, computational thinking, cybersecurity, web development, and course assessment.

Teachers deliver sequenced courses, coding exercises, projects, quizzes, sandboxes, and feedback while monitoring progress and code submissions. Districts should evaluate how the product fits adopted curriculum, student needs, instructional time, and the work educators must do around it.

About Code.org
Instructional / Curriculum

Product Details

Overview
Computer Science Free Curriculum Grades K–12
Code.org is a nonprofit provider of free computer-science curriculum, tools, and professional learning. It is designed primarily for students from early elementary through high school, including beginners and students historically underrepresented in computing, with classroom teachers, computer-science specialists, students, and after-school programs using it to support computational thinking, programming, digital citizenship, ai concepts, and computer science pathways.
Teachers use sequenced courses, unplugged lessons, block or text coding, projects, assessments, and dashboards to introduce computer science or deliver full courses. The product should be evaluated for the specific learners, instructional setting, and intensity of support a district intends—not simply as another source of digital activities.
Instructional / Curriculum

Product Details

Overview
Math Tool Problem Solving & Discourse Grades 2–12
CueThink is a mathematics problem-solving application and instructional framework. It is intended primarily for elementary through high-school mathematics learners, with students, math teachers, interventionists, special educators, and coaches using it to support problem solving, metacognition, mathematical discourse, representation, and collaboration.
Students use understand-plan-solve-review phases, record visual and verbal solution paths, and discuss peers’ strategies. Districts should evaluate how the product fits adopted curriculum, student needs, instructional time, and the work educators must do around it.
D’Nealian Handwriting
Instructional / Curriculum

Product Details

Overview
Supplemental Curriculum Handwriting Grades K–5

D’Nealian Handwriting is Savvas’s handwriting curriculum using the D’Nealian manuscript-to-cursive approach. It is intended primarily for elementary learners developing manuscript and cursive handwriting, with students, elementary teachers, occupational-therapy partners, and families using it to support letter formation, manuscript, cursive, fine-motor practice, and written fluency.

Students practice letter strokes, spacing, words, sentences, and connected writing through print and digital resources. Districts should evaluate how the product fits adopted curriculum, student needs, instructional time, and the work educators must do around it.

Davis Art Images Overview
Instructional / Curriculum

Product Details

Overview
Core/Supplemental Curriculum Visual Arts Grades K–12

Davis Digital is Davis Publications’ digital delivery platform and visual-arts curriculum portfolio. It is intended primarily for K–12 visual-arts learners using Davis Publications programs, with students, art teachers, curriculum leaders, and library/media staff using it to support artmaking, art history, critique, visual culture, media, and standards-based instruction.

Teachers and students access licensed textbooks, images, lessons, media, portfolios, and instructional resources for specific art programs. Districts should evaluate how the product fits adopted curriculum, student needs, instructional time, and the work educators must do around it.

DBQ Online 2.0
Instructional / Curriculum

Product Details

Overview
Core/Supplemental Curriculum Social Studies Grades 4–12
DBQ Online is the digital delivery platform for The DBQ Project’s inquiry-based social-studies curriculum. It is intended primarily for upper-elementary through high-school students learning history and civics through evidence, with social-studies teachers, students, literacy staff, and curriculum leaders using it to support primary-source analysis, historical reasoning, argument writing, and document-based questions.
Students analyze sequenced documents, discuss competing evidence, organize claims, and write supported arguments while teachers use scaffolds and rubrics. Districts should evaluate how the product fits adopted curriculum, student needs, instructional time, and the work educators must do around it.
Instructional / Curriculum

Product Details

Overview
The platform adjusts lesson pathways in response to student work and provides teachers with progress reporting. Educators can preview and assign lessons using a curriculum guide organized by grade, topic, and standards.

DreamBox Math delivers its own mathematics content; its curriculum and software listings describe the same product.
152 results - showing 21 - 40
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