Archive for Computers::Games

Let’s Talk Trash: Trashbots

After teaching at orphanages in India, two brothers, Rohit and Sidharth Srinivasan, noticed that the lack of educational resources available prevented children from learning the latest skills in technology.

Their solution? Trashbots, a company that takes an innovative approach to providing low-cost, effective tools to teach 21st-century computer science, robotics, math, and science to underprivileged children.

The Srinivasans designed Trashbots to work with open-source platforms, thus making the kits accessible to kids in rural and remote areas. Another advantage of the Trashbots platform is the scalability for children of all ages; kindergarteners can learn the basics of building without electronics, or older children can begin coding with “block programming” (synced with the Trashbots app) to program the robot to do anything (like dancing to music!)

A typical kit includes gears, pucks, axels, and starting “trash” (often rubber bands and popsicle sticks) as well as the Trashbots engine and USB cable. From there, Trashbots encourages young inventors to use anything from their local environment to add to the robot.

What further differentiates Trashbots’ kits is their ability to meet the needs of school districts, particularly during the COVID-19 pandemic. During the pandemic, Trashbots began working with school districts to ship the kits directly to students’ homes.

The Srinivasans are revolutionizing the world of STEM, making coding and engineering available to children of all ages, regardless of background. With each kit, Trashbots takes one man’s trash and makes it another child’s treasure.

 

The Bridge to Success

Social media has been building bridges to new ways of innovation and entrepreneurship ever since it began. Those who have capitalized on it when it began, however, are the ones making all the money and gaining the most fame. Felix Kjellberg, or better known to some as “Pewdiepie,” created his youtube account only one year after the website was released. It wasn’t until 2011, though, that he began to post on what would become the largest account on the platform ever (owned by one person). He began by posting quite short and relatively boring videos on his account purely for the entertainment of his friends and himself. As time went on, more people began to find his account, subscribing to it, and Felix’s fanbase grew. Less than a year later he had surpassed the 1 million subscriber mark. He began to post more and more and only a year after that was at 10 million. It was safe to say that he was on the right track.

Pewdiepie began to create merch such as shirts, chairs, headsets, and eventually his own game on the app store. He was rapidly gaining fans and in the spring of 2019, the creator finally reached an astonishing 100 million followers, which meant that 1 in 15 people who used youtube was subscribed to his account. This may not seem like much, however, almost half of the country uses this platform. He is still creating to this day and after selling many products and featuring in other videos and ads, he has accumulated roughly a cool $45,000,000 from online interactions alone. Felix will forever be remembered in the industry of videomaking and for revolutionizing the world by his assistance in bridging the gap between the real and digital worlds of entrepreneurship.