Electronic Education Report Newsletter

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Published Jan 1, 2021 | Pub ID: CU1037469

For nearly 20 years, top executives and decision-makers have relied on Electronic Education Report Newsletter to consistently deliver critical news and informed perspective on the K-12 electronic instructional materials market. As the market for technology in schools has evolved, so too has Electronic Education Report. Each issue contains insights into the current opportunities and challenges facing instructional software providers, as well as relevant analysis of emergent technologies.

Our editorial mission is to make Electronic Education Report Newsletter an essential resource for evaluating the trends affecting the industry, assessing market opportunities, benchmarking performance among market leaders, and developing realistic, effective strategies for maximum short- and long-term growth among companies that provide instructional technology products and services.

Your subscription to Electronic Education Report Newsletter will be delivered through our Knowledge Center platform.

With comprehensive market coverage whose range includes distance learning, mergers and acquisitions, scrutiny of individual company financial performance, compliance with federal legislation, analysis of critical trends to news on policy, funding and enrollment, Electronic Education Report has distinguished itself as a must-read in the educational technology industry.

The same informed market analysis business professionals have counted on for nearly 20 years...
• New and evolving technologies in schools
• State and federal funding overviews
• Company financial results and stock reports
• Spotlight on state and district initiatives

Our coverage regularly includes companies such as Apex Learning, Boxlight, Cambium Learning, Capstone, Carnegie Learning, CatchOn, Curriculum Advantage, Curriculum Associates, Discovery Education, DreamBox Learning, Edmentum, Edsby, Google for Education, Houghton Mifflin Harcourt, Illuminate Education, Instructure/Canvas, Kahoot!, Kajeet, Microsoft Education, NetDragon Websoft/Promethean/Edmodo, Newsela, OverDrive Education, PBLWorks, Pearson/Connections Academy, PowerSchool, Renaissance, Safari Montage, Savvas Learning, Scholastic, Stride, VHS Learning.

Electronic Education Report Newsletter is subscribed to by top executives and decision-makers at all the major companies involved in the K-12 instructional software market, from c-level officers to senior managers involved in content production, marketing, product development and/or business development. These executives represent companies that provide instructional software products and services, as well as traditional textbook publishers, industry suppliers, media industry analysts, investment bankers, and venture capitalists.

Electronic Education Report Newsletter is produced biweekly, 24 issues per year.

Karen Meaney, Editor/Analyst for Education Group and Electronic Education Report
Karen Meaney is the editor of the biweekly B2B newsletter Electronic Education Report, which covers the K-12 educational technology arena. Prior to joining Simba Information in 2004, Karen was an education reporter at the Journal News, Gannett's daily newspaper in Westchester County, NY, and also worked in marketing. She holds a Bachelor of Arts degree in Communications and an MBA from Fordham University.

From the pages of the ...

Electronic Education Report Newsletter

Volume 22, Number 14 July 6, 2015 Microsoft Launches Community for Minecraft

Sessions introducing Minecraft to teachers and telling them how they could use it for STEM instruction and to introduce coding into their classrooms were among the most popular at the June ISTE conference with educators lining up early to assure they would be admitted into the presentations.

At the same time, Microsoft (Redmond, WA) responded to the growing popularity of Minecraft in educational settings by introducing Minecraftdestination, a forum where teachers can learn what is possible with Minecraft and share ideas.

Anthony Salcito, vice president of worldwide education at Microsoft, said the company is excited about how educators are incorporating Minecraft into their curriculum and how students are benefitting from the immersive learning environment.

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March 13, 2015 Volume 22, Number 6
Electronic Education Report Newsletter
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