Global Classroom is based on the philosophical framework for education conceptualized by Dr Sunita Gandhi, PhD, Cambridge University, UK, President and Co-Founder, Council for Global Education, USA.
Global Classroom is supported by a broad base of research and the rigorous exploration of education systems around the world as conducted by Dr Sunita Gandhi during her visits to 38 countries.
Global Classroom is backed by her family's know-how of running the world’s largest school which is Guinness World Record holder, City Montessori School (CMS), Lucknow. CMS is also the world’s sole school recipient of the UNESCO Prize for Peace Education.
Global Classroom curriculum has been perfected since 2000 with a multi-year trial in three countries: Iceland, UK and India. The study materials in the Global Classroom programme, such as the MAXIM Classbooks and the Sure Success Series, have been used by over 1000 schools nationwide in India over the last four years.
Global Classroom curriculum has been developed with the help of over 200 educators from across the globe.
Global Classroom has a research and development team consisting of people from four different continents and from various backgrounds with a broad knowledge base, which keeps the programme updated with the latest developments taking place around the globe.
Global Classroom has the world's first assessments which are based on the premise of 'Compete with Yourself'. Global Classroom assessments are unique in the world for their design and implication for the individual child. Going beyond assessments for learning, Global Classroom assessments inspire and empower every child.
A curriculum that puts emphasis on process over product and outcome as every child's confidence
Global Classroom puts greatest emphasis on progress of every child.
Global Classroom curriculum is guided by vision and informed by worldwide research and evidence.This leads to greater progress.
Global Classroom views education as an integral whole. It, therefore, works on transformation at all levels: child, home and school.
WizeFloor is an award-winning interactive floor especially targeted at children from 3 to 12 years of age and special needs.
It promotes collective and differentiated learning styles and needs through play and physical activity. From a projector in the ceiling, different learning games and exercises are projected onto the floor and the children use their body as input device. Multiple children can use the system at the same time and the games are designed in a way that encourages collaboration and discussion.
It is very easy for both adults and children to create new learning games and exercises using the included software.
The product builds upon almost nine years of research and product development at Aarhus University and the Alexandra Institute in Denmark. Throughout the entire process, Danish schools and day care centres have contributed significantly to the development of the product. The product has received a Red Dot Design Award as "Best of the Best in Education" under the name Wisdom Well. It has also been nominated for a Bett Award in 2016 in the category "ICT Tools for Learning, Teaching and Assessment – non web-based".
Learning through movement and play has never been this fun and engaging.
On a personal level, WizeFloor contributes to self-knowledge. The children learn much about themselves while playing or working with the different applications. For instance, they learn how to deal with winning or losing in a game with other children.
The children also become aware of their preferred learning style. By playing the different games, they quickly acknowledge which kinds of games they like and consequently learn the most from it thermore, their ability to read aloud is increased, because they naturally read the questions, comments or assignments aloud – either together or individually.
On the social level the children discover much about how they behave in a group. How they communicate with other children, and how they work together. They also deal with teamwork, taking turns and how they help one another and so forth. WizeFloor thus adds a social frame in which the children learn to behave accordingly – they gain knowledge of some of the most common social rules in society.
Finally, the adults have noticed that the children become more creative and learn how to think in many different ways while playing on WizeFloor. For example, they invent and agree on their own rules for the exercises and how to play them.
Applane Track is an integrated mobile app solution for parents that help them to keep a bird's eye view on the school buses during commutation to ensure safety and timely transit of students as they travel to school and back home. It also saves their time of waiting at the bus stop for long.
EduSports works with schools to implement a best-in-class Physical Education & Sports programme. The programme is designed to offer the same rigor in sports and physical education as in academics. This ensures the children learn holistically through physical activity and sports in addition to helping children improve their health and fitness levels dramatically.
The EduSports programme is implemented through the SOAR™ platform- India's first integrated school sports and physical education platform. The EduSports SOAR™ platform has different modules specifically designed to address the critical needs of schools, physical education teachers, parents and children for a 360 degree high quality learning experience. The SOAR™ tools draw inspiration from globally accepted tools and standards- The curriculum is based on NASPE standards. The Assessment modules are based on FitnessGram methodology. These tools are adapted to suit Indian conditions.
EduSports will create a generation of healthier & fitter children equipped with key life-skills all through the magic of sports. EduSports programmes help create "Physically Educated" children while ensuring that all stakeholders (Schools, Parents & Policymakers) are involved in the process.
EduSports programmes are designed around the philosophy that structured physical activity & sports can be leveraged as a powerful teaching tool for experiential learning in a way which is visceral, engaging and fun for children.
The programme is based upon the core principles of :
Extramarks - for Easy and Effective Learning
Extramarks offers curriculum mapped learning solutions for K-12 learners. Extramarks’ unique digital learning solutions are extensively used by more than 7500 schools across the country. Creating a Total Learning environment, with three pronged approach of Learn, Practice and Test,even the most complicated concepts are explained with ease through rich interactive multimedia platforms. This includes engaging lessons,2D/3D animations, Interactive assessments, Test sessions, Practice tools and much more.
Vasundhara Sector 3,
Ghaziabad - 201012 (India)
Phone : +(91)-120-4111061, 4111062