Arcademics thanks our valued partners:
NSF National Science Foundation

The National Science Foundation is a federal agency created to advance national health, prosperity, and welfare. The National Science Foundation funds research and education through grants and cooperative agreements. In 2009, Arcademics won an NSF grant to develop and test multiplayer math games in classrooms.

ISTE The International Society for Technology in Education

The International Society for Technology in Education is the trusted source for professional development, knowledge generation, advocacy, and leadership for innovation in education. ISTE represents more than 100,000 professionals worldwide, providing leadership and service to advance the effective use of technology in PK–12 and teacher education.

KU University of Kansas School of Education

University of Kansas School of Education educates future teachers, administrators, counselors, psychologists and health and sport professionals. The School of Education is ranked in the top 10 among public universities in the most recent graduate school rankings by U.S. News and World Report, with the Special Education Department ranked number one in the country.

BGCA Boys & Girls Clubs of America

Boys & Girls Clubs of America are a safe place to learn and grow – all while having fun. Club programs and services promote and enhance the development of boys and girls by instilling a sense of competence, usefulness, belonging and influence. Boys & Girls Clubs of Kansas partner with Arcademics to produce an educational gaming series for their after-school program.

4Teachers works to help teachers and administrators integrate technology into classrooms by offering free online tools, resources, and professional development. 4Teachers helps teachers locate and create ready-to-use Web lessons, quizzes, rubrics and classroom calendars.

  • When I've done flash cards, they aren't in to it. This is more fun and colorful for them. I can tell they are wanting to learn their facts faster as a challenge.
  • Aligning the joy of gaming with practicing math transforms the experience and invites students to learn in an environment they are comfortable with.
  • Many of the students play video games all the time at home. This was a way to let them enjoy their playing time but to practice a skill at the same time.
  • The math games have improved the student's grades in timed tests and have boosted the student's confidence in their math abilities.