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 | May 28, 2020
DFRobot is launching micro:Maqueen Plus this week, the newest offer of its popular educational robot series of micro:Maqueen. The new product, adopting machine learning technology, is designed for K-12 educators to teach AI through teaching AI. The newly launched micro:Maqueen Plus, created by open source hardware and STEM education solution provider DFRobot, is specially optimized in software and hardware for machine learning. In other words, unlike previous micro:Maqueen robots that are designed for programming, the new Maqueen is a Maqueen that learns. The Maqueen Plus is different from other educational programming robots on the market, it is equipped with AI capable of machine learning and visual recognition. It is able to continuously improve its abilities to recognise lines, colours, signs, QR codes, etc. Maqueen Plus has become smarter and performs better in circumstances such as autopilot. This whole process provides a direct and detailed experience for students to explore ideas and outputs of AI technology.
Tinyhood | June 10, 2021
Tinyhood, the largest online education platform for parents, gives their most popular online class Infant CPR and Choking for Babies 0-12 months FREE for the next 48 hours in honor of National Safety Month and to round up CPR Awareness Week.
The online class, delivered by a certified CPR instructor and Registered NICU nurse, is designed specifically for parents and caregivers and includes detecting and performing CPR on an unresponsive or choking newborn. The lesson also includes practical, real-life situations so that parents and caregivers know exactly how to react in any circumstances.
70% of Americans are unaware of the life-saving technique of CPR. Ordinary people, not only physicians and EMTs, trained to conduct infant CPR can double or triple a baby's chances of survival.
Industry specialists present Tinyhood's courses to provide parents with the most trustworthy information. The platform was designed with the modern, busy parent in mind. All courses are completely customizable and feature two years of access, allowing parents to study at their speed and in the comfort of their own homes.
Tinyhood is the leading online learning platform for modern parents, providing them with reliable information and ways to help them feel empowered throughout their parenting journey. Every Tinyhood course is taught by a recognized expert and covers subjects ranging from pregnancy to toddlerhood. The courses are entirely adaptable, allowing parents to view them at their own pace, on their own time, and in the comfort of their own home. Each course also includes interactive checklists and guides, a private community, and professional office hours to assist you in troubleshooting as you go. Children do not come with handbooks, but this comes close.