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Cartopedia: The Ultimate World Reference Atlas; Celestia; Google Earth - (proprietary license); Gravit - a free (GPL) Newtonian gravity simulator; KGeography; KStars; NASA World Wind - free software (NASA open source)
The ClueFinders 3rd Grade Adventures: The Mystery of Mathra is a computer game in The Learning Company's ClueFinders series where the ClueFinders save the Numerian rainforest and Dr. Horace Pythagoras from a mysterious monster called Mathra. The game was re-released as "The ClueFinders: Mystery of the Monkey Kingdom" in 2001.
These include Starfall, ABC mouse, [172] PBS Kids Video, Teach me, and Montessori crosswords. [173] Educational technology in the form of electronic books [109] offer preschool children the option to store and retrieve several books on one device, thus bringing together the traditional action of reading along with the use of educational technology.
SIMS (School Information Management System [2]) is a student information system and school management information system, currently developed by Education Software Solutions. It is the most widely used MIS in UK schools, claiming just over 50% market share across the primary and secondary sectors.
The original game was praised by InfoWorld for its high resolution graphics, and considered it a standout title in the drill-and-practice edutainment video game genre. [15] II Computing listed Math Blaster second on the magazine's list of top Apple II education software as of late 1985, based on sales and market-share data.
In Brazil, third grade is the terceiro ano do Ensino Fundamental I, in this case, children begin their first year of elementary school at age 6 or 7 depending on their birthdate. Therefore, the 3rd year of elementary school is typically for students of 8 (96 months)–9 years (108 months) of age.
Although projects are the primary vehicle for instruction in project-based learning, there are no commonly shared criteria for what constitutes an acceptable project. Projects vary greatly in the depth of the questions explored, the clarity of the learning goals, the content and structure of the activity, and guidance from the teacher.
The project successfully released over 6500 items and stories online, which can be freely downloaded and used for education and research. The project was funded by the Joint Information Systems Committee. In 2011, the team at the University of Oxford received further funding from Europeana to run a similar crowdsourcing initiative in Germany.