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ExploreLearning is a Charlottesville, Virginia-based education technology company that operates a large library of interactive online simulations for mathematics and science education in grades 3–12 called 'Gizmos'. ExploreLearning also makes Reflex, an online, game-based system for math fact memorization. [1]
If the key is correct the bat will fly away, but, if the key is incorrect, a skull will appear to show where the key was pressed. If the user misses three times, a new round will begin. Three melodies must be played to complete the game. This game is reconceived as "Crystal Keys" in the newer version of JumpStart 4th Grade.
Super Solvers: Gizmos & Gadgets is an educational science video game designed by The Learning Company. It is intended to teach children between the ages of 7 and 12 introductory mechanics , namely simple machines, magnets, basic electronics, and forms of energy.
The company's business units are named Learning A-Z, Lexia Learning, Voyager Sopris, ExploreLearning, Cambium Assessment, Kurzweil Education, and VKidz. After more than 18 years with the company, CEO John Campbell retired in May 2022, and was succeeded by Ashley Anderson Zantop.
JumpStart (known as Jump Ahead in the United Kingdom) is an educational media franchise created for children, primarily consisting of educational games.The franchise began with independent developer Fanfare Software's 1994 video game JumpStart Kindergarten.
The gizmo key is illustrated in red. The gizmo key is a key commonly found on the B foot joint of certain models of flute . It closes the low B tone hole without closing the low C tone hole or the low C ♯ tone hole, which is intended to facilitate the performance of the fourth octave C.
Edgenuity became a popular tool for remote learning during the COVID-19 pandemic. [12] [13] [14] Due to stay-at-home orders and schools needing an alternative teaching source, Edgenuity saw a massive spike in usage, resulting in slow servers and site crashes; many schools reported problems with the site in its early stages of the pandemic. [15]
Popular in inquiry education, divergent questions allow students to explore different avenues and create many different variations and alternative answers or scenarios.. Correctness may be based on logical projections, may be contextual, or arrived at through basic knowledge, conjecture, inference, projection, creation, intuition, or imaginat