Schneider Electric is a global energy technology leader, driving efficiency and sustainability by electrifying, automating, and digitalizing industries, businesses, and homes.
Its technologies enable buildings, data centers, factories, infrastructure, and grids to operate as open, interconnected ecosystems—enhancing performance, resilience, and sustainability. The portfolio includes intelligent devices, software-defined architectures, AI-powered systems, digital services, and expert advisory.
With 160,000 employees and one million partners in over 100 countries, Schneider Electric is consistently ranked among the world’s most sustainable companies.
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congatec is a leading global provider of high-performance hardware and software building blocks for embedded and edge computing solutions based on Computer-on-Modules (COMs). These advanced computer modules drive systems and devices across industries such as industrial automation, medical technology, robotics, telecommunications, and more.
The Raspberry Pi Foundation is a UK-based charity with the mission to enable young people to realise their full potential through the power of computing and digital technologies.
Our vision
Our vision is that every young person develops:
• The knowledge, skills, and confidence to use computers and digital technologies effectively in their work, community, and personal life; to solve problems and to express themselves creatively
• Sufficient understanding of societal and ethical issues to be able to critically evaluate digital technologies and their application, and to design and use technology for good
• The mindsets that enable them to confidently engage with technological change and to continue learning about new and emerging technologies
Our long-term goals
1. Education: To enable any school to teach students about computing and how to create with digital technologies, through providing the best possible curriculum, resources, and training for teachers.
2. Non-formal learning: To engage millions of young people in learning about computing and how to create with digital technologies outside of school, through online resources and apps, clubs, competitions, and partnerships with youth organisations.
3. Research: To deepen our understanding of how young people learn about computing and how to create with digital technologies, and we use that knowledge to increase the impact of our work and advance the field of computing education.
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