EDUCATION TECHNOLOGY
Kahoot! | July 22, 2021
Kahoot!, the global learning platform company, announced today that it is partnering with Zoom Video Communications, Inc. to introduce Kahoot! app for Zoom, enabling Zoom meeting attendees to easily access, host, and play Kahoot! learning content directly inside Zoom Meetings.
The engagement has proved to be critical to successful learning, collaboration, and connection as the world has increased the use of video communications in work and social settings. The Kahoot! app for Zoom will make it simpler than ever for corporate leaders to engage and inspire their team members with Kahootengaging, !'s game-based learning experiences at a time when many businesses are staying virtual or planning for a hybrid model.
Users can access, host, and play Kahoot! games and learning content with other Zoom Meeting participants without ever leaving the Zoom Meeting or requiring a second device using the Kahoot! app for Zoom. In meetings, presentations, and virtual events, corporate leaders can energize their teams.
Use every video call to its full potential.
Hosts can use Kahoot! app for Zoom to use the power of friendly rivalry and play to engage all participants. Users can conduct knowledge and feedback checks with workers, use word clouds to encourage innovative thinking, and use polls, open-ended questions, and other tools to empower participants' voices. With the brainstorm function, companies can crowdsource ideas and take collaboration to the next level.
Meeting hosts will get immediate access to data and reporting from their Kahoot! experience, allowing them to respond in real-time to audience engagement with the content. Hosts can also distribute the Kahoot! games to all participants as self-paced tasks for those who weren't able to attend live, extending attendees' engagement and improving learning retention.
About Kahoot!
Kahoot! is on a mission to change the way people learn. We aim to enable everyone to reach their maximum learning potential, including children, students, and employees. Our learning platform makes it simple for anybody, whether an individual or a company, to develop, share, and play engaging learning games. Kahoot! was founded in 2013 to become the world's most popular learning platform. In the past year, 300 million games have been played on Kahoot! platform, with 1.8 billion players from over 200 nations participating. In addition to the award-winning DragonBox math learning apps, the Poio learn to read app, the Drops language learning apps, the Actimo and Motimate employee engagement and corporate platforms, and Whiteboard.fi, the online whiteboard tool for all educators, teachers, and classrooms, the Kahoot! the family also includes the award-winning DragonBox math learning apps, the Poio learn to read app, the Drops language learning apps, the Actimo and Motimate employee engagement and corporate The Kahoot! Group has offices in the United States, the United Kingdom, France, Finland, Estonia, Denmark, and Spain.
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EDUCATION TECHNOLOGY
prnewswire | December 14, 2020
Computer based intelligence World School (AIWS) is dispatching its distant self-learning stage giving AI and Coding innovation training to understudies from ages 7 to 18.
AIWS declares the worldwide dispatch of its independent internet learning stage giving AI learning encounters to understudies at home, to self taught students and in K12 schools.
The world is changing quicker than at any other time in the midst of these testing seasons of COVID. Youngsters wellbeing is principal like never before, and they need to confront these difficulties and explore them effectively later on. To battle this, AIWS accepts that advancement, innovativeness and STEM abilities will be basic to set up one's' kid to get future-prepared. Artificial intelligence and Coding gives an upper hand when applying to universities, temporary jobs, and for profession openings. It is significant that each kid is carefully proficient from the wellbeing of their homes, to flourish and prevail in an undeniably mind boggling world.
Kids today grow up around AI-controlled gadgets. AIWS accepts that with the information on how AI functions and its effect, they can possibly make creative answers for true issues changing social orders and molding the eventual fate of the planet.
The AIWS Founders and Governing Board who have been engaged with training, mechanical technology and software engineering for quite a long time, have cautiously curated another understudy focused far off learning scene zeroed in on the five Big Ideas of AI. The course is intended to be fun, inventive, collective, moral, sympathetic, comprehensive, intentional and for social great.
Understudies ages 7 to 18 will rejuvenate their undertakings with simple to-utilize age-suitable coding instruments, for example, S4AIWS Scratch AI augmentation, Sn4AIWS Snap! Man-made intelligence expansion, Phiro Code cell phone application, MIT App Inventor, Python and JavaScript.
The 200+ active continuous coding encounters are instinctive, independent, self-coordinated with an assortment of STEM difficulties and undertaking based learning draws near. The learning results of the experiential educational plan are required to quicken singular execution, and drive both school and vocation achievement.
About AI World School
We are a team of educators and technologists who are passionate about helping students explore and understand the fundamentals of AI and coding and the role that it plays in our daily life.
Our mission is to help students become future-ready as they prepare for careers that will require an understanding of artificial intelligence as a key skill to prepare children to flourish in the era of AI.
AI World School is brought to you by Robotix the makers of Phiro, Robobricks, and Playbits which are products used in classrooms around the world. In 2016, Phiro from Robotix was recognized by Intel as one of "America's Greatest Makers."
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EDUCATION TECHNOLOGY
SEMCAP Education | February 25, 2022
Seminal Capital Holdings, LLC announces the formation of SEMCAP Education and a strategic, exclusive partnership with ASU Enterprise Partners, the private nonprofit that creates solutions and generates resources to extend the reach of ASU and advance its charter. The two organizations will collaborate on private investments in education and education technology companies with strong use-cases for the university.
SEMCAP is an impact investment manager founded by Buck Buckley and Cyrus Vandrevala. “Investments in education and skills training are proven pathways to improved social outcomes such as consumer health, wealth, life expectancy and overall happiness. SEMCAP Education is already backing world-class companies such as Noodle Partners and McGraw Hill. We’re so pleased to invest in the seminal trends driving this sector, and partnering with ASU EP strengthens both organizations,” says Buckley.
“Partnering with knowledgeable capital allocators such as SEMCAP Education enables Edtech companies in our portfolio growth opportunities.”
ASU Enterprise Partners CEO Dan Dillon
“The SEMCAP Education team is a unique combination of experienced educators, company founders, administrators, investors and regulators with global networks across the sector,” Buckley continued. Chuck Trafton and Vince Menichelli, Managing Partners of SEMCAP Education, are supported by a team of frontline leaders transforming education worldwide, including Jared Carney of Lightdale, LLC and formerly of the Milken Institute and Knowledge Universe, Chris Nagle of Holmes Education Group, Joe Ferguson of Charter School Growth Fund, and Cindy Morgan of Penn Medicine.
ASU Enterprise Partners’ Samantha Bradley is joining the SEMCAP Education Advisory Board, which is chaired by Jo Johnson, the former UK Minister of State for Universities, Science, Research and Innovation, and includes Harry Keiley-Chairman of CalSTRS, the California State Teachers' Retirement System. “Under the leadership of its President, Dr. Michael Crow, ASU has pioneered the application of technology to learning and the widening of access to world-class education. We’re proud to collaborate with a true education innovator on investments in our collective future,” Johnson commented.
Bradley serves as managing director of RealmSpark, the business unit of ASU Enterprise Partners that facilitates the capital investments necessary to fuel a strategically managed portfolio of EdTech ideas and innovation in support of Arizona State University.
Bradley stated, “ASU Enterprise Partners and SEMCAP Education are teaming up to provide the best-positioned growth companies access to value added capital. Together we can help drive the innovation and growth required for ASU to fulfill its mission.”
About SEMCAP Education
SEMCAP Education identifies and backs entrepreneurs who are transforming the future of education and scaling technologies that improve access, affordability, and quality. We invest growth equity in category-leading and category-making education and education technology companies that drive transformation for students, teachers and taxpayers from Pre-K through adult learning. Led by a highly skilled investment team with deep operating and investing experience in education and education technology, the team provides unique deal insight and support for strategic partnering and enhanced growth.
About ASU Enterprise Partners
ASU Enterprise Partners is a private, nonprofit organization whose mission is to create solutions and generate resources to extend Arizona State University’s reach and advance its charter. ASU Enterprise Partners supports ASU through resource raising, realty development, technology transfer, collaborative research and acceleration of ed tech innovations in support of universal, lifelong learning at ASU. Its business units and strategic alignment partners include the ASU Foundation, ASURE, Enterprise Collaboratory at ASU, RealmSpark, Skysong Innovations and University Realty.
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