Special Section on Classroom, Inc.


C lassroom, Inc., a non-profit educational technology company based in New York City, specializes in successfully deploying collaborative simulation software in 6-12 schools. In addition to software development, Classroom Inc. trains teachers to use their software in class. Since its inception in 1991, it has developed software currently used by over 5,000 students and 250 teachers in approximately 70 schools.

Collaborative activity is at the core of Classroom, Inc.'s software. Their simulations engage groups of 3 to 4 students and focus on group problem solving and critical thinking skills. Typically, they are grounded in real world themes to illustrate their points. For example, one of their most publicized simulations, Chelsea Bank, places students in the role of a bank teller. Participants are required to make decisions on 15 different banking scenarios, each of which engages students in a number of different issues, ranging from quantitative measurement to workplace ethics. Multiple choice, writing and mathematical exercises are included. Teachers facilitate the learning process by roaming assisting students when needed. At the end of each scenario, the class regroups and discusses the experience.

Simulation development has been both successful and costly. For each simulation, Classroom, Inc. brings together private funding leaders, teachers and technical teams to develop their product. Development is a painstaking process and, in the end, costs about half a million dollars for each simulation. Thanks to generous supporters from industry, most of Classroom, Inc.'s projects have come at no cost to schools. Classroom, Inc. is a noteworthy example of where educational technology has been effectively implemented in the classroom.