Sokikom Wraps Up Stellar Year With Three New Awards

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Multiplayer Online Math Game Now Celebrated With EdTech Digest "Cool Tool" Award and Two Education Software Review Awards

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We are thrilled that independent reviewers who see hundreds of products each year think that Sokikom is the best of the best.

Sokikom, the massively multiplayer online math social learning game, is the winner of three prestigious education awards. Only six months after its launch, the already award-winning company is the winner of two coveted annual Education Software Review (EDDIE) Awards from ComputED Gazette and a "Cool Tools" Award in EdTech Digest's inaugural awards program.

EdTech Digest is a publication featuring leaders in and around education dedicated to making a difference for future generations through the innovative use of technology. The EdTech Digest “Cool Tools” Awards Program recognizes transformative technology products and services in education.

“In a crowded field of entries, it’s exciting to acknowledge those companies and products making the biggest difference,” said Victor Rivero, editor in chief of EdTech Digest. Sokikom is the winner of the magazine's "Cool Tools" award in the category of Academic Gaming Solution.

The EDDIE Awards target innovative and content-rich programs and websites that augment classroom curriculum and improve teacher productivity, providing parents and teachers with the technology to foster educational excellence. Selection criteria include academic content, potential for broad classroom use, technical merit, subject approach and management system. Winners are selected from titles submitted by publishers from around the world.

Honored in the categories of Early and Upper Elementary Multi-Player Math Game Website, Sokikom engages students in grades 1-6 in an online world of math discovery with four interactive learning games that build math skills and encourage collaboration and social learning.

"We are honored to have these respected evaluators of education technology products recognize Sokikom," said Snehal Patel, founder and CEO of Sokikom. "Every week, classroom teachers tell us our online games are incredibly valuable instructional tools that help their students have fun while building the math skills they need to excel in school, so we are thrilled that independent reviewers who see hundreds of products each year think that Sokikom is the best of the best, too."

Other 2011 awards for the math social learning game included the 2011 Awards of Excellence from Tech & Learning magazine, an Association of Educational Publishers’ Distinguished Achievement Award, a Best Educational Software Award (BESSIE) from ComputED Gazette and inclusion on Dr. Toy’s list of Best Vacation Children’s Products.

Students playing Sokikom games receive adaptive instruction tailored to their individual learning needs. The four Sokikom games so far cover the vast majority of elementary school math curriculum, with Frachine focusing on fractions, decimals and percentages; Opirate emphasizing mathematic operations and algebra; Treeching exploring principles of measurement, algebra, patterns, time and money; and Shapescape helping students build their understanding of geometry.

For more information about Sokikom, visit http://www.Sokikom.com, become a fan on Facebook at http://www.facebook.com/Sokikom or follow on Twitter at http://twitter.com/Sokikom. Or learn more about how online games are helping children develop a love of math and build their math abilities on Sokikom’s blog at https://www.sokikom.com/blog/.

About Sokikom
Founded in 2008, Chandler, Ariz.-based Sokikom is an award-winning developer of math social learning games designed to motivate elementary school students in grades 1-6. Rooted in the nationally recognized standards of the National Council of Teachers of Mathematics Curriculum Focal Points for Grades 1-8 and the new Common Core State Standards for Mathematics, Sokikom is focused on four core tenets: provide social learning where kids help kids learn math; adapt to individual students' needs and learning styles; encourage positive and safe competitive game-play that leads to measurable improvements; and connect school and home to allow for continuous web-based learning.

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Lisa Wolfe
L. Wolfe Communications
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