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Minecraft Education Edition joins the class

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Microsoft South Africa recently released Minecraft: Education Edition, which has reached more than 75 000 students globally since its launch last year.

Minecraft: Education Edition is an open-world game that promotes creativity, collaboration and problem-solving, built with the help of more than 50 000 students and educators who participated in Microsoft’s early access programme and provided valuable feedback to help fine-tune the experience across a diverse set of learning environments.

As part of the official launch in South Africa, Microsoft together with Minecraft ambassador/creative consultant in education Stephen Reid, director of Scottish-based company ImmersiveMinds, is hosting teacher training sessions in Johannesburg and Cape Town. Reid has almost 20 years experience in working to bring technology to the classroom and spent the last decade focused on games-based learning, with six of those on the development of Minecraft as a tool for curriculum learning.

”The key to harnessing technology as an effective tool for teaching and learning is in recognising its place in the everyday lives of our young people,” he says. “The tools they embrace and enjoy using are not the tools we tend to deploy in our school systems readily.

“It’s a three-step process for me: 1. Find something that works in engaging and enthusing the children I’m working with. 2. Learn how to use it myself. 3. Apply what I’ve learned to my curriculum teaching. This means I can meet children in their own world, using the tools they use and bring the learning to them in a fun and effective way. Technology should not be viewed as a stand-alone tool, but as a powerful part of any teacher toolkit, complimentary to traditional tools.”

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Microsoft provided the following information:

Minecraft: Education Edition is a simple and fun way to augment student achievement, empower teachers and enrich the overall learning experience for their students. The game comes with a number of benefits:

Student Engagement

Minecraft: Education Edition brings the classroom and curriculum to students in an environment they are already comfortable with. It offers the same Minecraft experience many students enjoy already, but with some additional capabilities that enable them to collaborate in the classroom, as well as support for educators to deliver learning activities within the game.

“Technology is increasingly making head way in the classroom, with textbooks, battered notebooks and worn-down pencils giving way to e-readers, tablets, laptops and a multitude of software and digital tools that are completely changing the way that students learn,” says Angela Schaerer, Teacher Engagement Lead for Microsoft South Africa.

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Collaboration

The game is designed so that students can work in teams to solve problems, or as a whole class to master challenges within the game. Engaging in work teams and learning environments that foster co-operation in the classroom helps prepare students for their futures. It has the same benefits associated with teamwork for teachers. One of the biggest perks is the almost immediate sharing of knowledge from teachers all over the globe.

Creative Exploration

Children learn naturally through a combination of observation, trial and error and play-based practice. An open-learning environment like Minecraft allows students the freedom to experiment and challenge themselves. Much like real life, there are no step-by-step instructions — students must try, fail and try again to achieve the result they want.

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Tangible Learning Outcomes

To create a fully inclusive classroom, educators are challenged to create learning activities that cater to all types of learners. With Minecraft: Education Edition, educators are able to align projects and activities directly to specific learning outcomes and curriculum standards. What’s more, learning-by-doing gives students a sense of accomplishment when they can demonstrate their knowledge.

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Earth 2050: memory chips for kids, telepathy for adults

An astonishing set of predictions for the next 30 years includes a major challenge to the privacy of our thoughts.

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Buy 2050, most kids may be fitted with the latest memory boosting implants, and adults will have replaced mobile devices with direct connectivity through brain implants, powered by thought.

These are some of the more dramatic forecasts in Earth 2050, an award-winning, interactive multimedia project that accumulates predictions about social and technological developments for the upcoming 30 years. The aim is to identify global challenges for humanity and possible ways of solving these challenges. The website was launched in 2017 to mark Kaspersky Lab’s 20th birthday. It comprises a rich variety of predictions and future scenarios, covering a wide range of topics.

Recently a number of new contributions have been added to the site. Among them Lord Martin Rees, the UK’s Astronomer Royal, Professor at Cambridge University and former President of the Royal Society; investor and entrepreneur Steven Hoffman, Peter Tatchell, human rights campaigner, along withDmitry Galov, security researcher and Alexey Malanov, malware analyst at Kaspersky Lab.

The new visions for 2050 consider, among other things:

  • The replacement of mobile devices with direct connectivity through brain implants, powered by thought – able to upload skills and knowledge in return – and the impact of this on individual consciousness and privacy of thought.
  • The ability to transform all life at the genetic level through gene editing.
  • The potential impact of mistakes made by advanced machine-learning systems/AI.
  • The demise of current political systems and the rise of ‘citizen governments’, where ordinary people are co-opted to approve legislation.
  • The end of the techno-industrial age as the world runs out of fossil fuels, leading to economic and environmental devastation.
  • The end of industrial-scale meat production, as most people become vegan and meat is cultured from biopsies taken from living, outdoor reared livestock.

The hypothetical prediction for 2050 from Dmitry Galov, security researcher at Kaspersky Lab is as follows: “By 2050, our knowledge of how the brain works, and our ability to enhance or repair it is so advanced that being able to remember everything and learn new things at an outrageous speed has become commonplace. Most kids are fitted with the latest memory boosting implants to support their learning and this makes education easier than it has ever been. 

“Brain damage as a result of head injury is easily repaired; memory loss is no longer a medical condition, and people suffering from mental illnesses, such as depression, are quickly cured.  The technologies that underpin this have existed in some form since the late 2010s. Memory implants are in fact a natural progression from the connected deep brain stimulation implants of 2018.

“But every technology has another side – a dark side. In 2050, the medical, social and economic impact of memory boosting implants are significant, but they are also vulnerable to exploitation and cyber-abuse. New threats that have appeared in the last decade include the mass manipulation of groups through implanted or erased memories of political events or conflicts, and even the creation of ‘human botnets’. 

“These botnets connect people’s brains into a network of agents controlled and operated by cybercriminals, without the knowledge of the victims themselves.  Repurposed cyberthreats from previous decades are targeting the memories of world leaders for cyber-espionage, as well as those of celebrities, ordinary people and businesses with the aim of memory theft, deletion of or ‘locking’ of memories (for example, in return for a ransom).  

“This landscape is only possible because, in the late 2010s when the technologies began to evolve, the potential future security vulnerabilities were not considered a priority, and the various players: healthcare, security, policy makers and more, didn’t come together to understand and address future risks.”

For more information and the full suite of inspirational and thought-provoking predictions, visit Earth 2050.

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Pizoelectrics: Healthcare’s new gymnasts of gadgetry

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Healthcare electronics is rapidly deploying for wellness, electroceuticals, and intrusive medical procedures, among other, powered by new technologies. Much of it is trending to diagnostics and treatment on the move, and removing the need for the patient to perform procedures on time. 

Instruments become wearables, including electronic skin patches and implants. The IDTechEx Research report, “Piezoelectric Harvesting and Sensing for Healthcare 2019-2029”, notes that sensors should preferably be self-powered, non-poisonous even on disposal, and many need to be biocompatible and even biodegradable. 

We need to detect biology, vibration, force, acceleration, stress and linear movement and do imaging. Devices must reject bacteria and be useful in wearables and Internet of Things nodes. Preferably we must move to one device performing multiple tasks. 

So is there a gymnast material category that has that awesome versatility? 

Piezoelectrics has a good claim. It measures all those parameters. That even includes biosensors where the piezo senses the swelling of a biomolecule recognizing a target analyte. The most important form of self-powered (one material, two functions) piezo sensing is ultrasound imaging, a market growing at 5.1% yearly. 

The IDTechEx Research report looks at what comes next, based on global travel and interviewing by its PhD level analysts in 2018 with continuous updates.  

Click here to read how Piezo has been reinvented.

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