Riiid Labs | July 06, 2020
Riiid, a member company of the Born2Global Centre, could not be coming to America at a better time, as artificial intelligence transforms the global education landscape in 2020.Riiid Labs is the global arm of parent company Riiid and has been established in Silicon Valley to build upon Riiid's success in Asia and to expand its business across the U.S., South America, Middle East and beyond. Riiid is a leading AI edtech start-up based in Korea, which successfully launched Santa for Test of English for International Communication (TOEIC) test prep engine in Korea and Japan and reached No. 1 in sales among education apps in the Android market after only five months. Riiid has been an active member company of the Born2Global Centre since 2016.Riiid's proprietary AI technology analyzes student data and content, predicts scores and user behavior, and recommends personalized study plans in real-time to help students optimize their learning potential. Santa for TOEIC users have improved their score by an average of 124 points after just 20 hours of study. Leveraging the success and proven efficacy of Riiid's AI technology, Riiid Labs will continue to innovate and expand globally across new education verticals and domains.
Microsoft | May 21, 2020
Minecraft,” the Microsoft-owned game known for its user-driven content has been at the forefront of mainstream games that utilize educational content.
Much of this content, which was at first fueled by educators in the “Minecraft” community before Microsoft brought it in-house.
Minecraft: Education Edition” has for the last few years played host to virtual curricula that have allowed students to visit and learn about global monuments.
Minecraft, the Microsoft-owned game known for its user-driven content, creative use of blocks and monsters that come out at night, has been at the forefront of mainstream games that utilize educational content. The studio’s “Minecraft: Education Edition” has for the last few years played host to virtual curricula that have allowed students to visit and learn about global monuments, sharpen math skills, understand coding or take puzzle-filled explorations to places as varied as the human body or a NASA-approved jaunt into the International Space Station. Much of this content, which was at first fueled by educators in the “Minecraft” community before Microsoft brought it in-house in 2016, had previously been available only to schools and teachers and worked in tandem with Microsoft educational accounts.
In March, however, Microsoft made an assortment of “Minecraft’s” popular educational tools available for free, with easier access for all players via the “Minecraft Marketplace.” And players have flocked to it. Microsoft reports that there have been more than 50 million downloads globally of educational content since it was made available for free March 24. It’s further evidence that virtual worlds are not just places to play or escape but vessels to learning, connecting or even taking part in digital events. Just this weekend, for instance, “Minecraft” was home to a mock commencement ceremony for UC Berkeley, which featured remarks from Chancellor Carol T. Christ alongside musical performances. It was one of many “Minecraft” graduation ceremonies happening around the globe.
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“Microsoft reports that there have been more than 50 million downloads globally of educational content since it was made available for free March 24. It’s further evidence that virtual worlds are not just places to play or escape but vessels to learning.”
~ Microsoft Says
The UC Berkeley event, said Helen Chiang, the studio head at “Minecraft” developer Mojang Studios, happened organically. When viewed alongside more commercially minded endeavors, such as rapper Travis Scott unleashing a single in “Fortnite” via an interactive experience that attracted more than 27 million participants, this pandemic moment is arguably accelerating an entertainment and cultural landscape in which persistent and evolving virtual worlds don’t just live alongside content crafted by traditional media gatekeepers but become equally as vital.
“Minecraft: Education Edition” has for the last few years played host to virtual curricula that have allowed students to visit and learn about global monuments, sharpen math skills, understand coding or take puzzle-filled explorations to places as varied as the human body or a NASA-approved jaunt into the International Space Station.”
How it all evolves is something of an unknown, as evidenced by the fact that “Minecraft’s” own educational suite was birthed via the game-playing community rather than with the company behind it.“The example right now of universities and college campuses,” says Chiang, discussing “Minecraft” graduations at schools around the globe, “it actually would have been really difficult for us to re-create all these colleges. The fact that we have a tool that passionate Berkeley students can go build their campus, and passionate MIT students can build their campus, that’s where the magic happens. It is not that we do all of these things.” While no one knows yet how the gaming audience will shift when the world begins to emerge from the grips of COVID-19, it’s become clear that interactive entertainment is uniquely positioned for this moment.
Almost daily we discover inventive tactics that users are wielding — not just via “Minecraft” or “Fortnite” but also “Animal Crossing,” Nintendo’s friendly, task-filled game that has become a coronavirus-era phenomena.“Minecraft,” which is turning 11 and is considered by many to be the top-selling game of all time, has now sold more than 200 million copies, says Chiang, and boasts 126 million active monthly players. In April alone, the game saw a 25% increase in new users over the previous month. People are also playing together — “Minecraft��s” multiplayer sessions surged 40% in April. While “Minecraft’s” popularity has never been in doubt, as Mojang Studios gets deeper into the game’s second decade, the company has been looking to expand the “Minecraft” brand. Mojang recently released the augmented-reality mobile game “Minecraft Earth” and on May 26 will issue the hack-and-slash game “Minecraft Dungeons” across multiple platforms.
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prnewswire | October 16, 2020
PlayZoom will be launching a state-of-the-art line of Kids Tech Gadgets in mid-November of 2020, just in time for Black Friday. This latest release will include a smartwatch & headphone bundle, digital camera, waterproof action camera, and walkie talkies, bridging the gap between wearable tech and educational learning. PlayZoom's new Tech Gadgets bring S.T.E.M. learning and play together seamlessly. Each product is oriented around a particular skill, equipping kids with essential tools to grow and learn through play. Interactive audiobooks, coding games, photo-editing software and dozens of learning games help PlayZoom's Tech Gadgets empower design thinking early in childhood. Learning with popular characters kids love -- including L.O.L. Surprise!, Hello Kitty, Superman, Wonder Woman and Batman -- helps foster a positive affinity towards learning early in childhood, when attitudes toward learning first blossom.