Piper Teaches Kids Hardware Development Using Video Game Minecraft
Alyson Wyers — April 2, 2015 — Tech
References: withpiper & springwise
This hacker toolkit teaches kids how to build electronics by playing Minecraft. Instead of focusing on software and coding like Bitsbox or Primo, Piper emphasizes hardware development.
From Mark Pavlyukovskyy and Shree Bose, the Google Science Fair winner is currently crowdfunding on Kickstarter. The self-contained hacker toolkit comes in a wooden box and includes a USB mouse, Raspberry Pi 2 mini-computer, power bank with 5 hours of play time as well as a number of cables and electronics.
After players assemble and decorate the box and connect its components, they can play a modified version of Minecraft. They have to fix the robot's hardware and send it to a mystery planet by building it in real life and following instructions on the screen.
From Mark Pavlyukovskyy and Shree Bose, the Google Science Fair winner is currently crowdfunding on Kickstarter. The self-contained hacker toolkit comes in a wooden box and includes a USB mouse, Raspberry Pi 2 mini-computer, power bank with 5 hours of play time as well as a number of cables and electronics.
After players assemble and decorate the box and connect its components, they can play a modified version of Minecraft. They have to fix the robot's hardware and send it to a mystery planet by building it in real life and following instructions on the screen.
Trend Themes
1. Hardware Development - Opportunity for disruptive innovation in creating educational tools that teach kids how to build electronics through hands-on activities.
2. Gamification of Learning - Opportunity for disruptive innovation in integrating popular video games like Minecraft into educational products to engage and motivate younger generations.
3. Crowdfunding for Education - Opportunity for disruptive innovation in using crowdfunding platforms like Kickstarter to support the development and distribution of educational products.
Industry Implications
1. Educational Technology - Opportunity for disruptive innovation in the edtech industry by developing interactive tools that enhance hands-on learning experiences.
2. Gaming - Opportunity for disruptive innovation in the gaming industry by creating educational gaming experiences that incorporate learning objectives and skill-building.
3. Crowdfunding - Opportunity for disruptive innovation in the crowdfunding industry by expanding into the education sector and supporting innovative educational projects.
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