TeamViewer | September 29, 2021
TeamViewer, a leading global provider of remote connectivity and workplace digitalization solutions, today announced a newly developed solution TeamViewer Classroom that enables interactive collaboration in schools, universities, and other educational institutions. TeamViewer Classroom is available across the Americas but will initially focus on European markets as it is the first fully GDPR-compliant solution from a European global player that does not use third-party providers. This means that all data protection requirements of the Ministries of Education of the European countries can be met.
A special focus is put on functionalities that go far beyond the possibilities of simple online meetings, such as the joint editing of uploaded documents, digital boards, separate rooms for group work as well as real-time surveys within the learning groups. Through extensive moderation rights, teachers can guide interactions among participants and document the outcomes of meetings. In addition, teachers can store their documents online so that they can be used for other learning units at any time. Connecting other various learning platforms is also possible via plugin and open API.
Digitization in education is an important task. The fact that we need to make progress in this as a society has become very clear in the last one-and-a-half years in the context of the Corona crisis. With our new development TeamViewer Classroom, we are contributing to digital progress in schools and universities. Through our many years of cooperation with governmental institutions and major customers from various sectors, highest security and data protection standards are a matter of course for us. These, along with many other functionalities, have now been incorporated into Classroom. It was particularly important to us to secure the fundamental right to education without having to compromise on the fundamental right to data protection.
Hendrik Witt, Chief Product Officer at TeamViewer
Classroom is developed by TeamViewer end-to-end in Europe and hosted and operated on its own servers. It complies with all the regulations of the European General Data Protection Regulation (GDPR) and places a special focus on accessibility. The completely web-based solution only requires users to have a common browser on their PC, laptop, tablet, or smartphone and therefore also works on older devices and independent of operating systems. In addition to providing and operating the solution, TeamViewer also provides technical support.
TeamViewer is a leading global technology company that provides a connectivity platform to remotely access, control, manage, monitor, and repair devices of any kind – from laptops and mobile phones to industrial machines and robots. Although TeamViewer is free of charge for private use, it has more than 600,000 subscribers and enables companies of all sizes and from all industries to digitalize their business-critical processes through seamless connectivity. Against the backdrop of global megatrends like device proliferation, automation and new work, TeamViewer proactively shapes digital transformation and continuously innovates in the fields of Augmented Reality, Internet of Things and Artificial Intelligence. Since the company's foundation in 2005, TeamViewer's software has been installed on more than 2.5 billion devices around the world. The company is headquartered in Goppingen, Germany, and employs around 1,500 people globally. In 2020, TeamViewer achieved billings of EUR 460 million.
prnewswire | August 05, 2020
As schools prepare to re-open, most struggle supporting some form of digital learning— whether blended or fully online. Spring school closures highlighted that many teachers lack expertise teaching remotely and many districts do not have the digital learning programs in place to support high quality remote instruction. The Successful Practices Network (SPN) and Penda Learning have partnered to provide member districts with a powerful combination of professional development in remote instruction best practices and a digital, game-based platform to deliver rigorous online science instruction to students grade 3–10.
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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