- Show all
- Begin With Books
- Big Ideas@Berkeley 2014/15 Prize
- Big Ideas@Berkeley 2015/16 Prize
- Book Boost: Access for All Challenge
- EduApp4Syria Prize
- Enabling Writers Prize
- Grant Competition 2011
- Grant Competition 2014
- Leaders for Literacy
- No Lost Generation Summit Tech Prize
- Ready2Read Challenge
- Sign On For Literacy Prize
- Technology to Support Education in Crises & Conflict Prize
- Tracking & Tracing Books Prize
- UnrestrICTed Challenge
… results in children reading.
- Blog // August 23, 2021
How ACR GCD innovators using EdTech adjusted to COVID-19 — and what lies ahead
Five winners of All Children Reading: A Grand Challenge for Development awards share how their literacy work continues during the pandemic - Blog // June 30, 2021
Q&A with Sergio Ramirez-Mena, new chief of party for All Children Reading: A Grand Challenge for Development
Ramirez-Mena shares vision to improve global child literacy through EdTech innovation - Blog // September 3, 2019
Imagine learning to read without a book. That’s the reality for millions of children around the world.
Books are essential for children to become literate, and research shows they experience greater reading success when learning in their local spoken or signed language. - Blog // June 3, 2019
Why schools are only part of the solution for effective global education
This Global Day of Parents, All Children Reading: A Grand Challenge for Development spotlights four projects engaging families and communities in child literacy. Play.Connect.Learn
Read ebooks and play literacy games in the Marathi language of India on this smartphone-based app developed by Sesame Workshop India.GraphoGame™
A learning app, game and methodology for teaching early literacy to kindergarten and primary school children in multiple languages, including English, Chinese and Dutch.SmartBooks (សៀវភៅឆ្លាត) – Google
A smartphone app offering more than 70 leveled stories and digital quizzes in the Khmer language to help improve early grade literacy skills of children in Cambodia.Book Dash
An online library of African storybooks that anyone can translate and distribute.BookBox
A free mobile-friendly library offered in more than 45 languages.Sesame Workshop Evaluation Report
An evaluation report on the results of the ACR GCD-funded "Play.Connect.Learn" project, implemented by Sesame Workshop in India.What caused Maharashtra’s leap in reading?
Something very encouraging just happened in the Early Grade Reading (EGR) landscape of Maharashtra, India’s second largest state with a population of 120 million people.Sign On For Literacy infographic
ACR GCD illustrates key challenges and barriers preventing deaf children in developing countries from learning to read.Sign On For Literacy prize announcement
ACR GCD announces the Sign On For Literacy Prize calling for innovative solutions that provide Deaf children a foundation of sign language.Digital Game-Based Learning for the Global South
DL4D examines the role of digital games in enhancing quality, equity and efficiency in Global South classrooms and other learning environments.Tsehai Loves Learning
Children learn with this award-winning media collection featuring puppets and animated characters speaking the local language of Amharic.Youth Volunteers Can Contribute To Significant Reading Gains: Evidence From The HYVALL Project In Senegal
ACR GCD-funded Education Development Center shares results of the "Harnessing Youth Volunteers as Literacy Leaders" project in Senegal on children's reading fluency and comprehension.Facilitating Reading Acquisition in Multilingual Environments in India (FRAME-India) Final Report
ACR GCD-funded American Institutes for Research investigates how biliteracy skills are acquired in Kannada or Telugu and English languages in Southern India.eGranary Digital Library
ACR GCD-funded WiderNet Project's digital library providing content to individuals and organizations that lack adequate Internet access.Ghana introduces technology tools to improve literacy
Ghana’s Open Learning Exchange (OLE) is introducing innovative teaching and learning models which it says involve the use of affordable technology tools to make learning more pleasurable.