Beyond the Classroom

Beyond the Classroom

Beyond the Classroom is the competition specifically for products that encourage learning in informal scenarios and environments. Beyond the Classroom resources subscribe to a broad definition of education. They embrace our everyday settings, taking advantage of these venues as opportunities to facilitate learning outside the classroom.

Beyond the Classroom submissions must include:

  • Learner-centered materials

Highly recommended where available and/or applicable:

  • Any additional ancillary resources included

Limited provisions for an adult or facilitator are allowed (e.g. book club or post-reading questions, short glossary of terms, instructions on how to use, suggestions for projects, additional reading, etc.)

2016-2017 Categories

  • Learn

Learn is the category most similar to the REVERE Awards for the Classroom in goals and definition. This category welcomes informal learning resources with a defined set of skills or knowledge base they are looking to communicate directly to the learner.

Some examples from the 2016 honorees include Living Things: Sorting Animals from Lanky Hippo Publishing, Skill-Sharpeners Science from Evan-Moor, and Story2 Essay Builder.

  • Play

The category for learning through actions is best understood by taking a look at the 2016 honorees, which included great examples like Zoombinis (TERC and FableVision), Curious World (Houghton Mifflin Harcourt), and Quick Math Jr. (Shiny Things).

  • Relate

Products in the Relate category support learners in their larger social and emotional development. This category is closely related to the Social-Emotional and Character Learning subcategory in the Classroom competition. 

For inspiration, meet the 2015 and 2016 Relate honorees—Axel’s Chain Reaction, Learning Values with Lucy and Wiz, Sankofa, The Legend of Hobbomock: The Sleeping Giant, Sesame Street and Autism: See Amazing in All Children.

  • Innovate

Innovate seeks entries that take advantage of informal educational experiences with groundbreaking products that feature a new, fresh, or experimental approach—in content, media, or more. Originality and ingenuity are key factors of honorees in this area. Innovate corresponds with the Innovation subcategories in the Classroom competition. 

2015 and 2016 honorees The interactive Annotated Pride & Prejudice, Flipgrid, Gojimo, Pianomouse’s Musical CircusThrough My Window, and the PBS Student app display the wide range of innovation present in Beyond the Classroom resources.

Category winners will compete against each other for Golden Lamp recognition as the top beyond the classroom resource of the year.