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What is Belouga & How Does it Work?
Instructional / Curriculum

Product Details

Overview
Project-Based Learning Global Education Grades K–12

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.

Educator Wellness
Social / Emotional Learning

Product Details

Overview
Core SEL Curriculum for Elementary, Middle, and High School
Biblionasium Demo with Shannon McClintock Miller
Instructional / Curriculum

Product Details

Overview
Reading Community Independent Reading Grades 2–8

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.

Big Ideas Math - Rigor, Fluency and Application
Instructional / Curriculum

Product Details

Overview
Core Curriculum Mathematics Grades 6–12

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.

BizWorld.org - Teaching Entrepreneurship for Kids!
College / Career Planning

Product Details

Overview

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.

Blocksi in a Nutshell
Device Management (MDM)

Product Details

Overview

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.

How to Use Book Creator
Instructional / Curriculum

Product Details

Overview
Creative Tool Multimodal Literacy Grades K–12

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.

Library Management

Product Details

Overview
Classroom Library Management Book Leveling Grades K–8
Book Retriever is a classroom-library inventory and checkout application. It is intended primarily for teachers and students using classroom or bookroom collections, with teachers, librarians, students, and reading specialists using it to support classroom-library circulation, book discovery, leveling data, and reading records.
Educators scan books, print labels, manage checkouts, track missing items, and review student borrowing histories. Districts should evaluate how the product fits adopted curriculum, student needs, instructional time, and the work educators must do around it.
Scholastic BookFlix
Instructional / Curriculum

Product Details

Overview
Digital Literacy Resource Paired Texts Grades PreK–3

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.

Creating and Publishing Boom Cards for SLPs!
Instructional / Curriculum

Product Details

Overview
Supplemental Practice Interactive Tasks Grades PreK–12

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.

Discover All the Ways to Make $1 on Brainingcamp Digital Money Manipulative
Instructional / Curriculum

Product Details

Overview
Math Manipulatives Visual Modeling Grades K–12

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.

Instructional / Curriculum

Product Details

Overview
Supplemental Content Multimedia Grades 3–8

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.

Brighten Learning - The only INTERACTIVE Animated Lessons for  Social-Emotional Learning
Social / Emotional Learning

Product Details

Overview
Brighten Learning is your source for teaching social skills, life skills and career readiness. Our unique animated programs are engaging, interactive and easy to teach for educators AND families.
How to improve IEP compliance oversight with Brolly
Special Education / IEP

Product Details

Overview

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.

Meet bulb
College / Career Planning

Product Details

Overview

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.

Navigating Canvas LMS
Learning Management Systems

Product Details

Overview

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.

Transforming the Math Classroom | Carnegie Learning
Instructional / Curriculum

Product Details

Overview
Core Curriculum Mathematics Grades 6–12

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.

Introducing CK-12's Flexi 2.0
Instructional / Curriculum

Product Details

Overview
Open Educational Resources STEM Grades 6–12

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.

Student Assessment Systems

Product Details

Overview
Classify Learning is an online K–12 assessment platform for creating and delivering classroom, common, benchmark, and item-bank assessments. It supports multiple question types, paper bubble-sheet scanning, scoring, standards analysis, and reporting for teachers, schools, and districts.
Although assessments can be assigned to students and the platform connects with classroom systems, it is not a general learning management system for full course and content delivery. The product belongs primarily in Assessment or Data and Analytics, with interoperability to LMS and rostering systems documented separately.
Code Combat Introduction - A fun way for kids to learn how to code!
Instructional / Curriculum

Product Details

Overview
Computer Science Game-Based Learning Grades 4–12

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.

165 results - showing 21 - 40
1 2 3 4 5 6 7 8 9