Scholastic Corporation (NASDAQ: SCHL) is the world's largest publisher and distributor of children's books, a leading provider of core literacy curriculum and professional services, and a producer of educational and entertaining children's media. The Company creates quality books and ebooks, print and technology-based learning programs for pre-K to grade 12, classroom magazines and other products and services that support children's learning both in school and at home. With operations in 14 international offices and exports to 165 countries, Scholastic makes quality, affordable books available to all children around the world through school-based book clubs and book fairs, classroom collections, school and public libraries, retail and online.
True to its mission of more than 100 years to encourage the personal and intellectual growth of all children beginning with literacy, the Company has earned a reputation as a trusted partner to educators and families. Learn more at www.scholastic.com.
You can also visit the Company blog at http://www.oomscholasticblog.com.
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.
Osmo is an award-winning accelerated learning system that is changing the way children interact with games. Osmo games combine physical interactions with digital experiences to make learning fun.
Osmo was recently acquired by Byju’s, a highly successful company focused on making learning fun. This puts Osmo in a unique position, still acting as a small company, but with the backing and resources of a much larger one. Byju’s has recently raised $540 million and was valued at over $10.5 billion.
Osmo is headquartered in Palo Alto, CA.
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