EDC’s collaborative process brings together scientists, researchers, educators, creative artists, media and technology specialists, and intended users—from young children to the elderly—to design, test, refine, and disseminate high-quality curricula, trainings, interventions, and other resources.
We create professional development and continuing education programs for busy practitioners, open-source online courses that reach hundreds of thousands of budding entrepreneurs around the world, and digital tools and applications that promote basic literacy and health.
Our work demonstrates that the best learning integrates knowledge and experience to empower individuals with critical skills and to achieve sustainable improvements in services and systems.
This toolkit links parents to a wide array of resources—including “fast facts,” fun family activities, and scholarship info—to prepare children and youth to thrive in our wired world and its workplaces.
These free online training courses are designed to help entrepreneurs learn what they need to know to establish and grow a business. Users learn at their own pace in their own time.
This toolkit provides program designers with information on how to develop and implement effective early childhood interactive audio instruction (IAI) programs in a range of settings.
This infographic shows the results of an evaluation of the Akazi Kanoze 2 Project in Rwanda.
The Possible Worlds website offers free digital games and instructional resources to help middle school science teachers address students’ persistent misconceptions.
This report covers EDC’s process evaluation of Year 1 of the iDesign project, a three-year NSF ITEST-funded project to engage underrepresented youth in designing interactive, culturally and sociall
EDC’s CME Project is a National Science Foundation–funded high school mathematics curriculum.
These teachers’ guides supplement the Living: Skills for Life, Botswana’s Window of Hope curricula.
This report summarizes the lessons learned and methodology developed in establishing work-based learning (WBL) in Rwandan schools.
A series of 14 design engineering booklets that include student and teacher guidance for implementing long-term activities, such as designing a pinball game or building a trebuchet.