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Closegap is a school-focused student wellbeing platform built around short, developmentally appropriate check-ins. Students can share how they are doing, ask to connect with an adult, and use brief self-guided social-emotional resources, while authorized staff receive timely signals about students who may need support.
The product helps schools identify concerns earlier, prioritize follow-up, and understand wellbeing patterns without relying only on referrals or periodic surveys. It supports early and crisis-intervention workflows, but it is not a clinical health record and should not be presented as a substitute for professional mental-health assessment or emergency procedures.
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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.
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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.
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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.
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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.
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Desmos Classroom is the classroom-activity environment now developed within Amplify alongside free Desmos math tools. It is intended primarily for primarily middle- and high-school mathematics students, with activities extending across grade bands, with students, mathematics teachers, coaches, and curriculum leaders using it to support mathematical modeling, representation, discourse, formative assessment, and conceptual reasoning.
Teachers facilitate sequenced interactive activities and monitor student thinking in real time while students manipulate representations, explain reasoning, and compare approaches. Districts should evaluate how the product fits adopted curriculum, student needs, instructional time, and the work educators must do around it.
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DOMA is a family of Diagnostic Online Mathematics Assessments from Let’s Go Learn focused on specific mathematics domains and grade ranges. The assessments identify skill strengths and gaps in areas such as number concepts, operations, and pre-algebra.
Educators use DOMA results for targeted placement, intervention planning, instructional grouping, and progress review when a domain-specific diagnostic is more useful than a broad survey. Districts should align administration, accommodations, score interpretation, data access, and retention with the intended use of the assessment.
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DORA is the Diagnostic Online Reading Assessment from Let’s Go Learn. It adaptively examines multiple reading components, such as phonemic awareness, phonics, word recognition, vocabulary, spelling, fluency, and comprehension, rather than producing only one overall reading level.
Educators use the resulting skill profile to identify instructional gaps, group students, plan intervention, and monitor change over time. Districts should align administration, accommodations, score interpretation, data access, and retention with the intended use of the assessment.
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DRA3 is Pearson’s Developmental Reading Assessment, Third Edition, an individually administered reading assessment for measuring reading engagement, oral reading fluency, comprehension, and instructional reading level through leveled texts and teacher observation.
Teachers use DRA3 to document reading behaviors, select instructional levels, communicate progress, and plan reading instruction; it requires more direct teacher administration than automated screeners. Districts should align administration, accommodations, score interpretation, data access, and retention with the intended use of the assessment.
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DreamBox Math delivers its own mathematics content; its curriculum and software listings describe the same product.
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Duolingo for Schools is the classroom-management layer for Duolingo language practice. It is intended primarily for secondary and adult language learners using independent practice, with students, world-language teachers, families, and independent learners using it to support vocabulary, listening, reading, pronunciation, grammar, and practice habits.
Teachers organize classes and assignments while students complete gamified lessons in a selected language pathway. Districts should evaluate how the product fits adopted curriculum, student needs, instructional time, and the work educators must do around it.








































































