the LearnDoEarn Student Achievement System
         . . . creating college-ready and work-ready students . . .

The LearnDoEarn Student Achievement System offers unique motivational curriculum, games, and activities that help middle and high school students of all abilities understand exactly what they need to do to build the academic and behavioral foundations they will need for success in college and/or work. Developed by the business community, LearnDoEarn delivers the information students need to improve their educational, career, financial, and life outcomes, and to ensure they know how academic decisions and personal behaviors in middle and high school will impact their future employability. LearnDoEarn makes students want to work harder.

LearnDoEarn:

  • • uses the authority of the business community as students’ future employers to influence their academic and personal decisions,
  • • explains why students are being asked to work hard and perform against increasingly demanding academic standards and assessments,
  • • lends the business voice in support of states, districts, and educators seeking to raise the academic bar for students, and
  • • provides an unequivocal research-based road map for students that defines courses to be taken, grades to be earned, and attitudes to be cultivated.

LearnDoEarn connects students’ middle and high school decisions with the worlds of college and work, presenting clear directives to, and unequivocal goals for, individuals in grades six through twelve and beyond. It has its greatest impact on teens who might not be getting the best advice at home or who are too immature to make appropriate choices without adult influence. With the exception of students who consistently work at capacity and receive excellent counseling in school or at home, and the most at-risk students whose needs cannot be met within the classroom, LearnDoEarn targets – and has substantial impact on – all students, including those with special needs. Districts can use LearnDoEarn to target entire school populations or target under-performing subgroups.

LearnDoEarn has generated significant positive changes in student behaviors in middle and high schools and has become wildly popular in after-school programs and populations served by various types of nonprofit organizations.

Click here for Evidence of Impact on School Populations

LearnDoEarn converts startling data into actionable information, providing teens with benchmarks for performance that guide behavior. Developed by business in response to employer concerns about mounting pressure from global competition and the limited availability of qualified workers, the program provides immeasurable support to educators by reinforcing the messages they give to students every day.

The very name of the program begins the unrelenting message to students: Learn More Now, Do More Now, Earn More Later. LearnDoEarn delivers tough but honest lessons using eye-popping, research-backed data through a diverse set of materials and activities that span the gamut of learning styles.

LearnDoEarn offers two product lines, which were developed to accommodate multiple intelligences, various learning styles, and students of all abilities:

Product Line One: The LearnDoEarn Classroom Experience
The LearnDoEarn Classroom Experience revolves around engaging informal curriculum that motivates and inspires teens to want to work harder. Curriculum is delivered via electronic format on small portable flashdrives (thumb drives) – colorful PowerPoint presentations with information most young adults have never heard embedded in interesting stories that instantly captures their attention. Access to fun online games is part of the LearnDoEarn Classroom Experience at no extra cost. Designed for traditional learning formats, LearnDoEarn messages can be effectively delivered in only two hours per academic year in grades six and seven, and about seven hours per academic year in grades eight through twelve. In school-based settings, teachers use LearnDoEarn curriculum presentations on days when introducing or reviewing academic material would be challenging: days before holidays, vacation breaks, the opening or closing days of the school year. Counselors use LearnDoEarn in advisory sessions and assemblies. LearnDoEarn materials have been designed to allow great flexibility in delivery methodology.

LearnDoEarn for Middle School
Entitled ‘Ready for High School,’ LearnDoEarn curriculum for middle school consists of nine units that focus on academic readiness and maintaining employability.
Too often, pre-teens think they can start their preparation for college somewhere in the last two years of high school, but educators know preparation for college, and career, starts in middle school. Success in high school and college often rests on a student’s dedication to his or her academic success in middle school and the acquisition of appropriate study and personal habits in grades six through eight.

Additionally, many youth make inappropriate choices early in life that limit their potential employability, such as getting into trouble with the law and getting visible tattoos (with or without parental consent).

The LearnDoEarn ‘Ready for High School’ curriculum delivers powerful research-based messages that help younger teens understand that the decisions they make while in middle school will shape their entire futures. LearnDoEarn builds awareness of what these very young adults need to do to be successful in high school and beyond.

Click here to view sample middle school curriculum.

LearnDoEarn for High School
LearnDoEarn high school curriculum is divided into three related messaging areas:

  • World Class Students offers seven curriculum units that focus on academic achievement and college/career readiness with some emphasis on science, technology, engineering, and mathematics, and the relationship of those subjects to career choices outside of STEM fields. Students learn, for example, that mathematics is the clearest predictor of college degree attainment. World Class Students presentations repeat and expand on the academic achievement messages delivered in the LearnDoEarn ‘Ready for High School’ curriculum units, describe the competitive worlds of college and work, and present an unequivocal roadmap defining courses to be taken, grades to be earned, numbers of hours of homework to do, and behaviors and attitudes to be practiced and acquired.
  • School Counts makes clear connections between academic performance and the ability to succeed in the world of work. Seven curriculum units focus on employability and getting and keeping a job. The lessons also describe what employers want – academic credentials and ‘soft’ skills. Teens learn how to write an accomplishment-based resume and succeed in the interviewing process. An emphasis on work ethic and personal ethics and how those traits play out in the workplace reinforces principles learned in character education programs.
  • Work the Money offers eight unique financial literacy curriculum units, focusing on the relationships between school, work, health, and wealth. Curriculum units identify education and employability as the keys to a middle class lifestyle or beyond, define the importance of delayed gratification and knowing the difference between a ‘need’ and a ‘want,’ explore college affordability and the impact of poor high school performance on college costs, and provide four rules that will help individuals achieve financial freedom.

Click here to view sample high school curriculum.

Product Line Two: The LearnDoEarn Almost Real Experience
The LearnDoEarn Almost Real Experience is built on six games that simulate processes in the ultra-competitive worlds of college admissions and employment. The Almost Real Experience begins with a simulated online job application process (www.AlmostRealProducts.com) that can be purchased separately.

Together, activities in the LearnDoEarn Almost Real Experience provide a more interactive and social experience designed to better accommodate all learning styles and all students, and for any situation in which learners would benefit from experiential and/or team-based learning rather than the more disciplined environment demanded within typical classroom formats.

Click here for more information on simulation games.