Boom Learning is improving the way humans teach and learn. With Boom Cards, you can choose from over 400,000 learning games developed by experienced educators and specialists.
Our platform supercharges a teacher’s effectiveness by providing instant feedback, personalized assignments, and detailed reports.
With Boom Learning reports, teachers can see how long a student took to answer a question. This enables teachers to:
- Identify students who may have fluency, processing speed, or visual processing challenges.
- See when a student needs more repetitions.
- Recognize students learning at an accelerated pace who need more challenging material.
- Seamlessly utilize early intervention before a student falls behind.
The Boom Learning platform lets classroom teachers ensure that students don’t miss a beat. Boom Cards allow you to:
- Easily adapt to unforeseen circumstances with flexible lesson plans.
- Quickly share lessons with a substitute teacher or tutor.
- Share approved resources with teachers through a custom School Store.
- Reassign points or memberships through the management interface.
Specialists and teachers can easily see the performance of a student across a variety of curriculum, allowing them to better tailor a learning plan to the student’s strengths and weaknesses. This involves:
- Sharing reports on individual student performance with tutors, specialists, and other teachers.
- Adapting lessons to reflect an individualized education program.
- Making Response to Intervention available to every classroom and every teacher, not only to special educators and psychologists.
Boom Cards’ game elements reward mastery, persistence, and overlearning. Students can choose which games to play and when, as well as how long to play a particular game during any play session. Teachers have the ability to:
- Reduce the number of Boom Cards for students with shorter attention spans.
- Suppress content that has not yet been taught by hiding specific cards from the “deck”.
- Select activities that support a student’s interests.
When student choice is combined with teacher choice about which activities to assign, the number of cards expected per play, and the feedback data on progress, the engine can be used to support the development of executive function skills, such as goal setting and attentional control, simultaneous with content learning.