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Online Curricula and Solutions | Imagine Learning

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Get back-to-school product help. imagine empower potential learning Solutions that inspire boundless possibilities: every day, every student Core Curriculum Explore Core Solutions Courseware Discover Courseware Products Supplemental and Intervention Find Supplemental Solutions Instructional School Services View Virtual School Services In a year, Imagine Learning serves: 15 million students 400,000+ teachers 38,000+ U.S.

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Website: https://www.classcraft.com/
Content: All areas
Classcraft is a tool that imitates video game mechanics and applies them to an educational setting. A method to fully gamify a classroom, Classcraft has students create avatars and join teams in which they play for points awarded for positive behaviors or grades. In its full implementation, students may be given “quests” to complete, making each lesson a choose-your-own-adventure experience for the students. Leveraging the rise in popularity of video games, Classcraft applies some of the intrinsic fun of video games, like having to earn experience points and superpowers, into learning, which speaks to its timeliness. Studies have shown that gamification provides opportunities to increase students’ interest in content, motivation to learn, and improve their communication and sharing (Ruzic and Dumancic, 2015), which speaks to its objectivity, accuracy, and authority in its usefulness in enhancing student learning through mimicking video gaming mechanics.

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Website: https://www.educationcity.com/us/
Content: All areas
Education City is a website that addresses all content area for Pre-K to sixth grade. Students can play games to reinforce topics, and teachers can find content to supplement their lessons. Teachers can create accounts for all students. By doing so, you can group students and assign specific content. There is also a SuccessTracker which allows you to monitor student progress. This allows you to drive your instruction and provide extra support for students who need it. Education City is highly rated by teachers and parents and has won industry awards. Information is accurate, engaging and connected with grade-level standards.

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Website: https://www.imaginelearning.com
Content: English/Language Arts and Math

Imagine Learning is an award-winning language and literacy software program that features interactive activities, videos, and games.  It is researched-based, standards-aligned instruction that is differentiated but also contains rigorous content that challenges students to grow and move learning forward.  As students use Imagine Learning programs, they grow in creativity, self-expression, and self-monitoring to impact learning and gain critical skills in language, literacy, and math (Imagine Learning, 2018). Imagine Learning also features the following programs: Imagine Language and Literacy, Imagine Espanol, Imagine Math, and Imagine Math Facts. These programs help students across all grade levels to develop critical skills and strategies for student learning achievement to prepare them for the 21st century.  In evaluating Imagine Learning for accuracy, the program is award-winning and has over 10 schools/districts implementing it into the school curriculum.  Studies also showed that the Imagine Learning program had the authority to impact learning with greater gains in reading literacy.  The objectivity of the program is explicit and relevant to enhance and impact student reading achievement in a timely manner.

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Website: https://www.hmhco.com/products/iread/

Content: English/Language Arts
iRead is a digital foundational reading supplemental program designed to close the achievement gap early and place ALL K-2 children on a predictable path to reading proficiency by Grade 3.  iRead is organized around five foundational principles to deliver the very best early-reading instruction. 1) A personalized learning progression for each child. 2) Embedded assessment that ensures children are taught to mastery.  3) The best thinking from cognitive science and gaming theory.  4) Technology that complements what teachers do best and enables them to maximize efficiency.  5) An engaging, supportive environment for children and families (Houghton Mifflin Harcourt, 2015).  As students answer questions and go through each reading level, the program records and collects data.  The student data is very accurate, and teachers utilize it to guide instructional decisions and teaching to impact reading and literacy fluency. In evaluating the iRead program for accuracy, the program is more than a decade of research-based resources derived from the successful READ 180 and System 44 classrooms.  iRead belongs to the well known reading publishing company, Houghton, Mifflin and Harcourt.  We know the authority and objectivity of the iRead program will have great impact in student learning success and in a timely manner.

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Website: www.classroom.google.com
Content: All areas
Though not a true learning management system, Google Classroom acts more like a content management system that allows for efficient differentiated instruction. Since teachers can assign specific assignments to specific students, they can design flexible paths to learn content. Students who need more explanation or simply more support can get just that, as the teacher can attach videos or files that help explain concepts to students. Due dates can be assigned individually as well. Furthermore, assignments may be posted that lend themselves to students’ learning styles, thereby allowing students to be appropriately challenged. Google’s Education branch employs educators who use their products authentically in classrooms across the country to vet and test their products, to verify their accuracy and authenticity. They also accept feedback, both critical and supportive, to maintain the objectivity of their products, regularly making timely changes and adjustments to their suite of tools as needed.

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Website: https://www.khanacademy.org/
Content:  Math, science, engineering, computing, arts and humanities, economics, finance, and test prep
Khan Academy’s mission is to “provide a free world-class education to anyone, anywhere” (Khan Academy, n.d). It offers personalized, differentiated, self-paced instruction through adaptive technology (Khan Academy, n.d.; McKeague, n.d.; Muthler, 2015). Instruction is delivered in a wide range of learning levels and a variety of subjects through short videos (Khan Academy, n.d.; Schrader, 2016). Key features are practice exercises, instant feedback, and the use of game mechanics to engage students (Khan Academy, n.d.; SRI International, n.d., 2014). A concern, however, is that Khan Academy is simply a “high-tech version of...lecturing and drilling” (Thompson, 2011). In evaluating Khan Academy, authority is based on the website’s status as a non-profit organization and the extensive math knowledge of the founder, Salman Khan. The information in the videos is accurate, and the use of video to present learning is timely. Khan Academy is objective in that it presents information in a fair, unbiased manner.

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Website: https://itunes.apple.com/us/app/math-ninja-hd-free/id373814902?mt=8

Content: Math
Math Ninja is an app that makes practicing addition, subtraction, multiplication, and division fun for students to learn. The player acts as the character Haruka, an ordinary kid who becomes a ninja through learning math skills and completing math problems. Math Ninja is listed as a high-quality supplemental math game that is both engaging and informative for students to utilize inside the classroom and at home. I downloaded the game and played with some of my students, and they were able to use math skills they have been taught to solve the problems and advance in the game. Math Ninja is an accurate source to work on math skills, as rated by math teachers. It is objective because it does not force students to use a certain method of math and is kept up to date with updates that ensure current math curriculum is included in the game.

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Website: https://itunes.apple.com/us/app/stack-the-countries/id407838198?mt=8

Content: Social Studies, History, Geography
Stack the Countries is an educational geography game that teaches and quizzes kids on the countries of the world and their shapes, neighbors, landmarks, capital cities, languages, flags, and other geographical facts. The difficulty is both low and high enough for a wide age range, including adults. The game supplies world maps and flash cards with country facts that can be studied before playing the game portion of the app. Gameplay involves reading questions and choosing from four different countries or country shapes as the answer. The game has been rated as an A+ in educational value, and the level of difficulty in understanding how to play was rated easy. Stack the Countries has been checked for accuracy by several teachers in the areas of geography and history, is objective and meets the student at their current skill level, and is timely as its updates ensure that the questions meet curriculum standards and other objectives the student may be working on.

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Houghton Mifflin Harcourt (2015).  iRead. Retrieved from http://www.hmhco.com/
products/iread/

Imagine Learning (2018). Retrieved from https://imaginelearning.com

Khan Academy. (n.d.). A personalized learning resource for all ages. Retrieved
from https://www.khanacademy.org/about

McKeague, K. (n.d.) Khan Academy. Retrieved from
https://www.commonsensemedia.org/website-reviews/khan-academy

Muthler, S. (2015, May 8). The best interactive web tools for educators. [Blog
post.] Retrieved from http://www.edudemic.com/best-web-tools/

Ruzic, I. M., & Dumancic, M. (2015). Gamification in education. Informatologia,
48(3), 198-204. Retrieved from https://search-proquest-
com.contentproxy.phoenix.edu/docview/1767363618?accountid=13406

Schrader, A. (2016, June 20). A teacher's guide to long distance tutoring. [Blog
post]. Retrieved from http://www.edudemic.com/teachers-guide-long-
distance-tutoring/

SRI International. (n.d.). Research on the use of Khan Academy in schools.
Retrieved from https://www.sri.com/work/projects/research-use-khan-
academy-schools

SRI International. (2014). Research on the use of Khan Academy in Schools:
Research Brief. Retrieved from https://www.sri.com/sites/default/files/
publications/2014-03-07_implementation_briefing.pdf

Thompson, C. (2011, July 15). How Khan Academy is changing the rules of
education. [Blog post]. Retrieved from https://www.wired.com/2011/07/
ff_khan/