Boom Learning: Interactive Teaching Resources from Your Favorite Sellers

Teachers have always shared resources, now more than ever. Sharing provides teachers with unprecedented access to lessons they can download and print for classroom use. Schools that have invested are asking teachers to print less and use devices more. Boom Learning bridges the gap between school and teacher needs.

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Cheryl Litton, with over 34 years of teaching experience, and her husband Greg Litton, owners of Learning Harbor Resources for Teachers, have been transforming their printable teaching resources into Boom Cards.

“Boom allows teachers to access a growing and varied collection of teacher-created content for those devices, or to create their own” says Boom advisor and former teacher Rachel Lynette. Like familiar printables markets, Teachers can sell what they make, augmenting their pay.

Boom Learning’s tools allow teachers to create and deploy classroom-ready resource in less than an hour. For students with unique needs, “It provides a tool to make customized decks,” says Della Larsen.

“Boom Learning is really a win-win for everyone. Teachers save time, paper, ink, and other resources. Students interact with educational content in a meaningful and motivating way,” says Lynette.

Boom Learning has exceeded Lynette’s expectations: “Boom allows teachers to unleash their design talent. I love how teachers are finding new ways to use the tools, and how the platform is evolving with their suggestions.”

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Secondary teachers need online, interactive resources they can trust,” says Michele Luck.

Resource sharing among secondary teachers has lagged compared to sharing among primary teachers. Michele Luck, who makes Social Studies resources for secondary educators, says: “Secondary teachers need online, interactive resources that they can trust to provide quality content and rigor without having to worry about Internet risks or wasted student time.” Boom Learning gives secondary educators a platform and marketplace that meets their unique needs.

According to Alessa Giampaolo Keener, M.Ed., an educational consultant with Hand in Hand Education, “Homeschoolers are another group who can appreciate the appeal of Boom Learning.” In addition to citing the time and cost savings it offers, Keener says part of its appeal is that “Boom Learning’s learning management system provides families with objective measures of student learning.”

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A kindergartener plays Boom Cards on the iPad. Find Boom Cards on the App Store or Google Play. You can play Boom Cards in any modern browser.

Boom Learning reinforces standards and skills and saves teachers time. Mercedes Hutchens, who creates for the primary school market, says “it makes students start over when they just keep clicking wrong answers to find the right one and it keeps that data so the teacher can see what the student was doing.” It also makes a teacher’s job easier. According to Secondary Science Teacher-Author Kristin Lee, “Boom Learning provides a level of reporting, differentiating, and self-grading that has the potential to save a teacher hours of data organizing.”

With its launch this August, teachers heading back to school have a new sources for finding teacher-made interactive teaching resources.

About Boom Learning Inc.

Founded in 2012, Boom Learning Inc. develops educational apps and games, including Mathtopia+, which regularly ranks among the top 50 downloaded game in the United States for kids ages 9-11, one of less than 50 apps to receive a 5-star rating on Smart Apps for Kids, and winner of the Children’s Technology Review’s Editor’s Choice Award for 2013. Boom Learning Inc. was formerly known as Omega Labs Inc. Boom Learning is launching its latest contribution to the education market this fall with its Boom Cards apps and Boom Learning platform and marketplace, which give teachers the tools they need to share interactive teacher resources in schools with 1:1 devices.

The Boom Learning product was born from the serendipitous meeting of three people on a mission. Senator Eric Oemig, a master coder with a passion for education technology, wanted to build a mobile platform that would become an integral part of the classroom. Mary Heuett Oemig, an attorney and educator, wanted to build something that would meet each student where he or she was. Rachel Lynette, founder of Minds in Bloom and author of more than 120 non-fiction children’s books, wanted to turn the task cards she created for Teachers Pay Teachers® into apps.

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