Product Details
Belouga is a global-content, project, portfolio, and collaboration platform. It is intended primarily for K–12 learners exploring global issues through media and projects, with students, teachers, families, and global-learning partners using it to support curiosity, cultural awareness, project-based learning, storytelling, and collaboration.
Learners explore vetted stories, reflect on global questions, create projects, and share work within managed communities. 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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Product Details
Biblionasium is a moderated social reading and book-discovery platform for children. It is intended primarily for elementary and middle-grade independent readers, with students, teachers, librarians, and families using it to support book discovery, reading logs, reviews, recommendations, and reading motivation.
Students build bookshelves, record reading, write reviews, recommend titles, and participate in teacher-managed reading activities. 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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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.
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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.
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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.
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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.
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Product Details
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.
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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.
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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.
Product Details
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.
Product Details
Product Details
Brolly is a special education documentation platform focused on service minutes, IEP goal progress, and district compliance visibility. Teachers and providers record services and progress in streamlined forms, while dashboards and reports consolidate the information for case managers and administrators.
The platform helps districts identify missed services, unmonitored goals, documentation gaps, and students whose progress needs attention without waiting for manually assembled spreadsheets. Brolly works alongside the authoritative IEP and student systems, so integration scope and record ownership should be confirmed.
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bulb is a digital portfolio and multimedia content-creation platform for students, educators, and professionals. Students collect work, reflect on learning, document skills and experiences, build resumes, and publish selected evidence for teachers, families, colleges, internships, or employers through controlled sharing settings.
In schools, bulb can support formative assessment, student voice, project documentation, career portfolios, and the transition from coursework to a public-facing showcase. It integrates with common learning and access platforms, but it is not a complete college-and-career planning system because it does not replace career assessment, course planning, counselor tracking, or application-management tools.
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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.
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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.
Product Details
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.
Product Details
Product Details
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.







































































