miércoles, 30 de septiembre de 2020

Homer nabs $50M from Lego, Sesame Workshop and Gymboree for its early learning apps

For better or worse, tablets and smartphones have become a cornerstone of how many smaller children pass the time. Today, a company that builds literacy and other educational apps to help make that time more worthwhile is announcing a large round of funding from a number of strategic backers to move into the next phase of its growth, building not just apps but a comprehensive learning platform.

BEGiN, the startup behind the Homer early learning program aimed primarily at kids between the ages of two and eight, has raised $50 million in a Series C round of funding, money that it plans to use to, in the words of  CEO Neal Shenoy (who co-founded the company with Stephanie Dua), create a “systematic experience” in learning.

The startup has been around since 2013 and got its start with literacy — it says that its reading apps are currently the most popular for children under 5 in the US App Store — which remains its core subject area, but it has also expanded into other subject areas and plans to take that further.

“We are launching the industry’s first comprehensive early learning program,” he said in an interview. “And so from a curriculum perspective, this will extend beyond reading to include math, critical thinking, creativity, and socio-emotional learning, we will deliver this learning these experiences across digital, physical, tangible product, and in class mediums, we will focus on both serving the child and the parent and the relationship between them says the parent is the child’s first teacher.”

The round includes a number of strategic investors that will help bring this together. The backers include LEGO Ventures, Sesame Workshop, the principal investor in Gymboree Play & Music, 3One4 Capital, Trustbridge Partners and Interlock Partners. In addition to the $50 million, Liquidity Capital is also contributing $25 million in trajectory-based funding for further growth. The strategic backers plan to help build the curriculum, the products and the distribution for the new program, he said.

The valuation of Homer, and BEGiN itself, are not being disclosed, but the company said that it already has hundreds of thousands of subscribers and generates tens of millions of dollars in revenues.

The funding news and strategic expansion comes at a critical time in the educational industry, and e-learning in particular.

Children’s educational apps — and taking even just those focused on early learning (Age of Learning is another leader in this segment of the market) — have been around for as long as the internet itself. But they have always existed in conjunction with a host of more conventional resources, such as nurseries and schools, playgroups and other activities, and general socialization. The global health pandemic, however, has changed all that for many people: many families, kids included, are spending more time at home and away from teachers and the (real life) social networks that play a part in how they develop.

That’s put a huge emphasis on rethinking how tech-based tools, starting with gadgets like tablets and software like apps, can make up the difference, for now or maybe even for longer, to make sure that kids continue to learn, but also feel engaged and stimulated at a time when a lot of options for doing that have been reduced.

Joining up app makers with those who make educational physical objects is a not a new thing per se: “educational toys,” as any parent knows, are a dime a dozen in terms of supply (if not cost… they can be expensive). But it’s interesting to see toy makers joining up with those who build entertainment content and other products for children for an even bigger-picture approach to identifying and building to address the challenge of how best to deliver some aspects of early-years education.

Indeed, LEGO Ventures is a newish effort from the Danish modular toy maker, founded to help the company, now over 70 years old, step into the next phase of how children learn and keep themselves entertained.

“HOMER’s vision and approach to playful learning fosters curiosity and collaboration in children that aligns closely with LEGO Ventures’ investment ethos supporting founders and companies in bringing the LEGO idea of learning-through-play to life,” said Jamie Beaumont, Managing Partner, LEGO Ventures, in a statement. “We look forward to working with Neal and the excellent team he has built, and supporting HOMER as they grow and scale their purposeful play offerings across hands-on, in-person and digital experiences.”

As with e-learning companies targeting other age groups, the startup has seen a huge boost in business in the last several months, with a 280% increase in annual subscriptions, 230% increase in website subscriptions, and children accessing 30% more lessons than this time last year. (Overall, the company has had 80%+ year-over-year growth since launch.)

“With its focus on research and kid-centric design, and expansion to embrace the whole child curriculum, HOMER’s approach reflects the mission of Sesame Workshop to help kids grow smarter, strong and kinder,” said Steve Youngwood, President of Media and Education, and Chief Operating Officer of Sesame Workshop, in a statement. “We’re excited to support HOMER’s growth and to look for further ways to partner with them to give young children the best possible start at a critical time of their learning and development.”

Additional reporting Natasha Mascarenhas



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martes, 29 de septiembre de 2020

Amazon launches a virtual tours and experience platform, Amazon Explore

Amazon today is launching a new service called Amazon Explore that allows customers to book live, virtual experiences led by local experts. The experiences may be focused on creativity, learning DIY skills, taking virtual tours of far-off places or cultural landmarks, or, in some cases, shopping local boutiques from around the world.

For example, you could book a virtual wine tasting experiences in Argentina, learn how to make smoked fish tacos in Mexico, take a virtual tour of Kyoto’s Nanzenji Temple, tour a 500-year old mansion in Peru, learn about coffee creation in Costa Rica, learn how to make sushi from a home kitchen in Tokyo, and more.

Image Credits: Amazon, screenshot via TechCrunch

Though the tours and experiences offer the ability to virtually travel the globe, the ability to sign up for an Amazon Explore session is currently offered on an invite-only basis for customers in the U.S. only.

The virtual experiences themselves will be guided by local experts who are trained and supported by Amazon, the company says. While there are other ways to virtually tour the world — like watching YouTube videos or perhaps taking guided tours via Google Earth — the Amazon Explore experience is different because it’s a one-on-one session between the host and the viewer, enabled by one-way video and two-way audio for real-time communication. This is meant to give the viewer more of the feeling of really “being there,” compared with experiences where you more passively watch the video on the screen.

Image Credits: Amazon, screenshot via TechCrunch

The sessions themselves range 30 to 60 minutes in length and can be canceled or rescheduled with up to 24 hours’ notice. When it’s time to begin your tour, you’ll just sign into your Amazon account online then click in to Your Session page from the “Your Orders” section to get started.

The sessions will require you have a laptop or desktop, as they’re not mobile-friendly at this time. You’ll also need to have a Chrome, Edge or Safari web browser, functional microphone (the built-in one is fine), and a set of headphones or speakers, as well as an internet connection of 5 mbps or higher.

During the session, you can ask questions or further direct the experience by asking the host to spend more time on one aspect of the experience or skipping another. You can also use the camera icon at the bottom of the livestream to take photos.

Image Credits: Amazon, screenshot via TechCrunch

Some, but not all, experiences are also shopping-enabled. In these cases, customers are able to visit local stores and markets, browse items and ask questions of the shop owner as if they were there in person. They can then choose to make a purchase and receive the items they bought as if they had been shopping on Amazon.com directly. When they make a purchase, the payments are handled within Amazon’s secure payment system using the payment method associated with the customer’s account. It then will reimburse the host for the item purchased, accordingly.

In these shopping-enabled experiences, Amazon is somewhat tapping into the livestream shopping trend, but instead of having an influencer talk about and demo a product — as is often the case on Amazon Live, for example — you can actually ask the shop owner questions or have them zoom into the product or turn it over and around for a better look.

Image Credits: Amazon, screenshot via TechCrunch

Though Amazon has built live-streaming tools for its Live platform, the company says the Amazon Explore experience uses unique technology, and it’s not leveraging

Amazon says the new platform enables more opportunities for small business owners looking to generate additional income, including shop owners, local guides, chefs, stylists, artists and artisans, for example. Many of these businesses have been impacted by the pandemic, of course, which may prompt their participation.

Pricing for the sessions is variable. At launch, there’s a virtual styling session being offered for just $10, for example. Meanwhile, a virtual tour of NYC’s Central Park is going for $150. Amazon says the hosts set their own prices and hours, without having to abide by any set minimum or maximum price. However, the company declined to detail any revenue sharing agreements.

At launch, many of the experiences on the site offered on the site are being offered by local tour operators, though any business who has a tour idea is invited to apply. Others who could host experiences include historians, artists, musicians, master craftsmen, chefs, personal shoppers, or anyone with a skill or adventure to share, says Amazon.

There are currently 86 total experiences available across 16 countries with the plan to grow the selection in time.

The feature is now being offered in public beta to users in the U.S. on an invite-only basis.



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sábado, 26 de septiembre de 2020

This Week in Apps: Redesigning the iOS 14 home screen, app makers form ‘fairness’ coalition, latest on TikTok ban

Welcome back to This Week in Apps, the TechCrunch series that recaps the latest OS news, the applications they support and the money that flows through it all.

The app industry is as hot as ever, with a record 204 billion downloads and $120 billion in consumer spending in 2019. People are now spending three hours and 40 minutes per day using apps, rivaling TV. Apps aren’t just a way to pass idle hours — they’re a big business. In 2019, mobile-first companies had a combined $544 billion valuation, 6.5x higher than those without a mobile focus.

In this series, we help you keep up with the latest news from the world of apps, delivered on a weekly basis.

Top Stories

iOS 14 Home screen Customization Craze

The release of iOS 14 included one of the biggest updates to the iPhone’s user interface in years. Apps can now be stored off screen in the new App Library where they’re organized for you, as opposed to you being forced to categorize apps yourself into various folders. And Apple finally allows for home screen widgets — a development that left Android users snickering about how “behind” their iPhone-using counterparts have been all this time.

But as with iOS apps, Apple’s design constraints and rules around widgets mean there’s a standard that all widgets have to meet to be approved. As a result, widgets have a consistent look-and-feel, thanks to things like size limitations and other design guidelines. They can’t be stretched out indefinitely or moved all over the screen, either.

Apple may have originally envisioned widgets as a way for existing iOS apps to gain a larger presence on users’ home screens, while delivering key information like news, weather or stock updates, for example. But a handful of iOS developers instead built apps that allowed users to design widgets themselves — by selecting colors, fonts, sizes, backgrounds and what information the widget would display.

Meanwhile, TikTok users and other Gen Z’ers began teaching each other how to create custom icons for their apps using Apple’s Shortcuts app. These tutorials were starting to trend even before iOS 14’s release, but the addition of the App Library and widgets meant users could now finally customize their entire home screen. That prompted a more enthusiastic adoption of the icon customization technique.

On the Twitter hashtag #iOS14homescreen, users shared their creations — a showcase of creativity where home screens looked fully themed at last, with custom icons, widgets, decorative photos, matching wallpapers and more. The results have been fantastic.

And at the top of the App Store, there now sit a trio of must-have tools for this new era: Widgetsmith, Color Widgets and Photo Widget today continue to claim the top three spots on the free apps chart.

Users are also now demanding Apple to change how app shortcuts open. Currently, an app shortcut first launches Apple’s Shortcuts app, which then opens the target app. With the popularity of custom icons, users want that intermediate step cut out.

Apple is aware of the customization craze as it has in the days since iOS 14’s release run App Store editorial features about iOS 14’s design changes, suggested widgets to try, creative tools and more. It also featured apps at the top of the App Store, which are benefiting from the trend, like apps offering great widgets, like Fantastical, or those that are booming, like Pinterest — which recently broke its daily download record.

App makers team up to take on Apple and Google

A number of top app makers have banded together to fight against Apple’s control of its App Store and, to a lesser extent, Google’s control of the Play Store — a topic of increased regulatory scrutiny in recent months. Today, 13 app publishers, including Epic Games, Deezer, Basecamp, Tile, Spotify and others, have launched the Coalition for App Fairness.

The new organization formalizes efforts the companies already have underway that focus on either forcing app store providers to change their policies, or ultimately pushing the app stores into regulation.

On the coalition’s website, the group details its key issues, which include anti-competitive practices, like the app stores’ 30% commission structure, and the inability to distribute software to billions of Apple devices through any other means but the App Store, which the group sees as an affront to personal freedom.

Google allows apps to be side-loaded, so it’s not as much of a target on this front. In fact, much of the focus of the coalition’s efforts have to do with Apple’s business, given its stricter guidelines.

The group has also published a list of 10 “App Store Principles” it would like to see enacted industry-wide. These include the ability to distribute apps outside of app stores, protections from having their own data used against them to compete, timely access to developer documentation, the right to communicate with users through its app for legitimate business purposes, no requirements to use the app store’s payment systems, no requirements to pay unfair fees and more.

The website is also aiming to recruit new members to join the coalition. App makers who feel similarly oppressed by Apple’s practices are able to fill out a form to request to join.

Apple responded to the hardball tactics with a barrage of new material and data meant to highlight the benefits of its App Store platform. The company on Thursday revealed the number of rejections it enforces is quite low compared to the number of submissions. It said it rejected 150,000 apps in 2020 but sees 100,000 submissions per week. It also has removed more than 60 million user reviews it believed to be spam.

The company noted its Developer program has over 28 million developers worldwide, whose apps have seen over 50 billion promotions — meaning when a user sees an app Apple has promoted on the App Store, in emails, on social media or in other general advertising.

However, the backlash has also forced Apple to be more transparent about some of its until-now fairly secretive programs. For example, Apple has now published a page that clarifies how its Video Partner program works — a program that had before only been detailed via background conversations with reporters who then relayed the information to readers. The page reveals the program’s requirements and that over 130 premium subscription video entertainment providers have since joined. If the guidelines are followed, these providers can pay only a 15% commission to Apple instead of 20%.

Current members include Amazon Prime Video, Binge, Canadian Broadcasting Corporation (CBC), Claro, C More, DAZN, Disney+, Globo, HBO Max, Joyn, Molotov, MUBI, myCanal, STARZ and Viaplay, the website said.

TikTok deal chaos continues

No, seriously, what is going on with the TikTok deal? (We feel you, Walmart.)

The deal that Trump was poised to approve solved some but not all concerns by making Oracle a trusted technology partner responsible for hosting U.S. user data and ensuring other security requirements were in place. But issues around how the TikTok algorithm could be used to influence U.S. users or censor content were not addressed.

The ban got a week’s extension as a result of promising progress and the announcements that seemed to indicate the parties were in agreement on terms.

But this week, China jumped in to say it won’t approve a TikTok sale. In China Daily, an official English-language newspaper of the Chinese Communist Party, an editorial slammed the deal that would see Oracle and Walmart effectively taking over TikTok in the U.S. as one based on “bullying and extortion.”

At the same time, TikTok is chasing a legal means of preventing its ban in the U.S.

TikTok filed a motion to stop the Commerce Department from enforcing the Trump administration’s ban that would otherwise be set to start this weekend. The move came shortly after WeChat users were granted an injunction in a federal court last week that blocked the app from being banned. TikTok’s filing asks the court to set a hearing before the rules take effect at 11:59 PM on September 27, 2020. But unlike the WeChat case, TikTok is the one asking the court to stop the ban, not its users.

A federal judge said Thursday that the Trump administration must either delay the ban on U.S. app stores or file its legal response to defend the decision by 2:30 PM Friday. The Justice Department filed its opposition Friday, saying that U.S. user data being stored outside the country is a “significant” risk.  The judge will still need to rule on the injunction — that is, whether the ban should go into effect Sunday, as planned.

Stay tuned to TechCrunch for the latest on this never-ending saga.

Weekly News Round-up

Platforms

  • Google will increase its push for apps to give it a cut of in-app purchases. Following Apple’s lead, Google will begin to push harder to demand a cut of transactions on Android by enforcing a requirement for apps to use Google’s billing service, Bloomberg reports.
  • New Google Play Console arrives on November 2, 2020. Over 350K developers now use the new Play Console today. On November 2, it exits beta — meaning you’ll be redirected to the updated experience when you log in. The console features reorganized navigation, speed and performance improvements, personalized messaging, a new Publishing overview page, acquisition reports and more.
  • Apple temporarily waived App Store fees for Facebook’s online events. Facebook last month launched paid online events to help businesses impacted by the pandemic. But at the time, Apple wouldn’t waive its own fees. The company has now changed its mind, and will waive fees until December 31, but says this won’t apply to gaming creators.
  • Apple and Facebook fight over messaging. But all is not well between the two tech giants on other fronts. Now that Apple has lifted its rules over default apps for email and web browsing, Facebook is pushing the company to allow Messenger to become a default messaging app too.
  • iOS 14.0.1 and iPadOS 14.0.1 released. The update patches the bug that reset web browser and email apps back to Apple’s defaults after a restart, and other fixes.
  • iOS 14 adoption surpasses 25% in five days after release. According to data from Mixpanel, iOS 14 (including iPadOS 14) reached 25% of active devices by Monday, September 21. As of the time of writing, it has reached 30.7%.
  • Apple’s Swift comes to Windows. The programming language is available on Windows for the first time, six years after its debut on Apple platforms.
  • Schoolwork 2.1 beta released. The updated iPad app for teachers and students is now in beta. Apps that use the latest ClassKit will be more discoverable by teachers in Schoolwork.

Services

  • Amazon announces a gaming streaming service, Luna. A competitor to Microsoft xCloud and Google Stadia, Luna will allow gamers to stream titles to play across PC, Mac and iOS mobile web. Over 50 titles will be included at launch, including a Sonic game and Remedy Entertainment’s Control. Ubisoft titles will be available on subscription. Twitch integration will be a key selling point.
  • Microsoft launches Xbox remote play streaming on Android. This is not xCloud, but rather a rebrand of the service previously called Console Streaming. The games stream directly from your Xbox One console to your Android courtesy of Microsoft’s new Xbox app for Android.
  • UK launches a COVID-19 exposure notification app for England and Wales. Northern Ireland and Scotland had already launched official apps. All apps use smartphones’ Bluetooth radios to generate alerts of potential exposure to COVID-19.
  • Samsung TV+ comes to phones. Free, ad-supporting streaming service makes the leap to Samsung devices.
  • Adobe rolls out new ‘Liquid Mode’ in Adobe’s Acrobat Reader app for iOS and Android. The feature uses Adobe’s AI engine, Sensei, to analyze a PDF and automatically rebuild it for mobile devices. Adobe says it’s working on an API that will allow similar functionality for non-Adobe apps in the future.

Trends

  • Fintech apps top 1.2B installs worldwide in Q2 (report).
  • Time spent in education apps was up 90% year-over-year during the week of September 6, 2020, compared to last year, on a global basis. The numbers, via App Annie, were calculated on Android devices online. In the U.S., time spent was up 30%.
  • Home screen customization apps top the App Store. Top 20 iOS home screen customization apps reached at least 13.7 million installs and more than $1 million in consumer spending in the seven days following the iOS 14 release. Pinterest also broke its daily download record as users sought new inspiration.

Other News

  • Telepath launches a “kinder” social networking app. It aims to promote quality conversation and ban harassment and fake news. Easier said than done on today’s internet.
  • Child tips off security researchers about scam apps with 2.4 million downloads. The scam involved apps posing as entertainment, wallpaper images or music download apps targeting young users. Some served intrusive ads even when the app wasn’t active. Others charged users, gaining revenues of over $500K. The apps were available across iOS and Android.
  • Epic rejects Apple’s attempts to disparage its business. Apple tried to claim that interest in Fortnite declined 70% from October 2019 to July 2020. Epic said, no actually, daily active players grew 39% during those dates. The two sides are fighting over Apple’s right to commission Epic’s business in a continuing legal battle.

Funding and M&A (and IPOs)

  • Apple acquires Scout FM. Apple bought a startup called Scout FM that turns podcast listening into more of a traditional radio-like experience by leveraging the user’s listening history to know what sort of programming they like. Deal terms are unknown.
  • Epic Games acquires SuperAwesome. Epic acquired the kidtech pioneer whose digital engagement tools are used by 500 million kids per month across thousands of apps, including those from Lego, NBCU and Hasbro. Deal terms were not disclosed.
  • IRL app raises $16 million. Event discovery network IRL raised $16 million in Series B funding after refocusing its social calendar on virtual events during the pandemic. The move made the app, now with 5.5 million MAUs, accessible by a wider audience.
  • GoodRx IPO raises $1 billion+. GoodRx, an app that helps users comparison shop prices for prescription drugs, sold roughly 34.6 million shares at its IPO price to raise $1.14 billion at a valuation of $12.67 billion, sending its stock up 50%.
  • Robinhood raises $660 million. Stock trading app Robinhood raised $660 million in an extension of its Series G round announced last month when D1 Capital Partners invested $200 million. Robinhood is now valued at $11.7 billion.
  • Class for Zoom raises $16 million. Class for Zoom from ClassEDU is designed to make online teaching more engaging. The company was founded by former Blackboard CEO and former PrecisionHawk CEO Michael Chasen.
  • Mobile Premier League raises $90 million. Indian mobile gaming platform Mobile Premier League (MPL) raised $90 million as the company looks to expand its esports and gaming platform outside India.
  • Rappi raises over $300 million. Colombian delivery app Rappi raised over $300 million in a round from T. Rowe Price Associates and others.

Downloads

How could you not be customizing your iOS 14 home screen this week? The launch of the new mobile OS has delivered an entirely new category of apps — widget design tools. And alongside these apps, there are others that can help you get started creating a whole new look for your home screen. These could be creative tools, those for sourcing inspiration or those for building custom icons. Want a weekend project? These apps below can get you going:

  • Pinterest: Search for ideas and inspiration to get your motivation. Download wallpapers and other photos you may want to use with your icons.
  • Widgetsmith: The current No. 1 app lets you build all sorts of customized widgets in a range of colors and sizes.
  • Color Widgets: The current No. 2 app offers a customizable widget that can feature the date, time, day of the week and battery percentage for the top of your home screen.
  • Photo Widget: Simple: Another top app that lets you pick a single photo for placement on your home screen.
  • Motivation – Daily Quotes: A top 30 app lets you pin some daily inspirational quotes to your home screen.
  • Launcher and Launch Center Pro: these two apps include tools for creating custom icons.
  • PicsArt: For more creative types, PicsArt is great for sourcing photos and designing backgrounds and icons either from scratch or by remixing those others have already made.
  • Canva: The DIY design tool has added a collection of iOS home screen templates.
  • TuneTrack: If you want a Spotify widget, this app is your best option for now as no official widget is available.
  • Fonts: Why stop at the home screen? customize your keyboard theme to match your new design.
  • Fantastical: Now includes a dozen widgets for date, weather, calendar, events and more.
  • Etsy: Can’t DIY? Designers are turning to Etsy to sell packs of icons and widget cover photos that will let you create a beautiful home screen without doing all the creative work yourself.

 



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jueves, 24 de septiembre de 2020

Rephrase.ai raises $1.5M to use synthetic media for personalized sales pitches

Bangalore-based Rephrase.ai has an ambitious vision for reshaping how movies and videos are made.

CEO Ashray Malhotra laid it out for me yesterday, saying that his co-founder Nisheeth Lahoti “came up with this concept — he wants to build an engine that can take any script as input and create a professional movie,” no filming required.

But Rephrase.ai is starting with what Malhotra said is a more “short-term, monetizable” goal: Offering technology that makes it easy to create personalized sales videos.

The startup was part of the Techstars Bangalore program in 2019 and is announcing today that it has raised $1.5 million in seed funding led by Lightspeed Venture Partners and AV8 Ventures.

Malhotra demonstrated the technology for me, showing me how a salesperson can select a model, a background and a voice, and enter text that the model will recite. They can then export that video for use in a variety of sales tools.

This is valuable for, he said, because sending personalized video messages in sales emails can lead to “an insane increase” in clickthrough rates. But creating all those videos can be a huge chore, if not downright impossible.

And while there are plenty of other startups working on synthetic media, Malhotra said Rephrase.ai is set apart by the 18 months the team spent developing technology that can take 10 minutes of footage and “predict how the lip movements of the person would have been if you’d shot them [saying any phrase] in an actual studio.”

You can see the results for yourself in the video above. Personally, I was impressed by the lip movements but disconcerted by the fact that Rephrase.ai customers can pair any model with any voice, leading to some strange combinations that feel more like badly dubbed movie than an effective sales pitch.

When I brought this up, Malhotra replied that some clients will want to take the time “perfecting it out, finding the right voices, the right costumes, the right personality of the actors,” while other clients might be fine spending less time to create something a little less convincing.

It’s also worth noting that Rephrase.ai has several policies designed to prevent the creation of deceptive deepfakes: Presenters can control who has the authority to create videos using their faces, the platform is only open to authorized businesses and videos are created from scratch, rather than transferring someone’s face onto an existing person.

Malhotra said Rephrase.ai is currently talking to a number of potential customers, but those discussions are in early stages. He also suggested that the technology could expand fairly quickly into areas like chatbots and education.

“I think it’s going to open a whole new world of creativity,” he said. “When you and I want to express something, we’re most likely to write a text document, but as a viewer, we want to see a video. They’ve been disconnected because video creation is really difficult.”



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viernes, 18 de septiembre de 2020

Apple will launch its online store in India next week

Apple will launch its online store in India on September 23, bringing a range of services directly to customers in the world’s second largest smartphone market for the first time in over 20 years since it began operations in the country.

The company, which currently relies on third-party online and offline retailers to sell its products in India, said its online store will offer AppleCare+, which extends the warranty on its hardware products by up to two years, as well as a trade-in program to let customers access discounts on purchase of new iPhones by returning previous models. These programs were previously not available in India. Customers will also be able to buy Macs with custom configuration

“We know our users are relying on technology to stay connected, engage in learning, and tap into their creativity, and by bringing the Apple Store online to India, we are offering our customers the very best of Apple at this important time,” said Deirdre O’Brien, Apple’s senior vice president of Retail + People, in a statement.

TechCrunch reported in January that the iPhone-maker was planning to launch its online store in India in Q3 this year. A month later, Apple CEO Tim Cook confirmed the development, adding that Apple will also launch its first physical store in the country next year.

On its website, Apple says it also plans to offer financing options to customers in India, and students will receive additional discounts on Apple products and accessories. Starting next month, it will also let customers check out free online sessions on music and photography from professional creatives. And if they wish, they can engrave emoji or text on their AirPods in several Indian languages.

The launch of the online store will mark a new chapter in Apple’s business in India, where about 99% of the market is commanded by Android smartphones. The iPhone-maker has become visibly more aggressive in India in recent years. In July, the company’s contract manufacturing partner (Foxconn) began assembling the iPhone 11 in India. This was the first time the company was locally assembling a current-generation iPhone model in the country.

Assembling handsets in India enables smartphone vendors — including Apple — to avoid roughly 20% import duty that the Indian government levies on imported electronics products. Lowering the cost of its products is crucial for Apple in India, which already sells several of its services including Apple Music and TV+ at record-low price in the country.

The starting price of iPhone 11 Pro Max is $1,487 in India, compared to $1,099 in the U.S. The AirPods Pro, which sell at $249 in the U.S., was made available in India at $341 at the time of launch.



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jueves, 17 de septiembre de 2020

Why hasn’t digital learning lived up to its promise?

The fall semester is off to a rocky start. When schools were forced to close in the spring, students (and parents) struggled. As the new school year begins, affluent families are building pandemic pods and inequities abound, while surveys suggest that college students want tuition discounts for online classes.

To avoid a catastrophic loss in revenue, colleges are bringing students back to campus. At UNC-Chapel Hill, those plans were quickly reversed when 130 students tested positive for the virus just a week into the new semester. As cases skyrocket, UNC will not be the only educational institution or school district to move online again.

What is it about digital learning that has schools so keen on reopening despite the health and reputational risks? Why hasn’t digital learning lived up to its promise?

If I were asked 20 years ago, as the founding CEO of Rosetta Stone, what digital learning would look like today, I would have imagined a very different future. Online learning was exploding. Teachers and faculty were experimenting with now commonplace consumer technologies like speech recognition and virtual reality to create immersive learning experiences.

Sadly, most of these innovations never took hold in our schools and colleges, and remote learners today are left with edtech that feels like it is still trapped in the 90s.

Ironically, the business of edtech and digital learning has been booming. Billions of dollars have been invested in tools and platforms that promise to improve the learning outcomes and lives of students. But for all the investments, headlines and flashy IPOs, edtech has little to show in terms of transformative outcomes.

The United States continues to lag behind many other advanced industrialized nations in math, science and reading literacy. Schools at all levels grapple with pervasive equity gaps. And research shows that heavily investing in education technology has, so far, yielded virtually no appreciable improvement in student achievement in these core subjects.

The challenge stems from the fact that rather than making learning better, the education technology field has, for the most part, focused on reaching more students. In our rush to scale, we have largely ignored tremendous pedagogical innovation that has occurred over the last twenty years.

No matter how high-tech a digital learning solution might be, it means nothing if it doesn’t also reflect recent and emerging changes in pedagogy. In 2010, a study at the University of North Texas compared how students retain information literacy skills in a face-to-face class, an online class and a blended class. The researchers found that there was no difference in outcomes between the three kinds of classes. This is because all three used the same materials and pedagogical approach.

But in a digital environment, far more is possible. We can now create video-game quality simulations to evaluate complex skills like creativity or problem-solving. Shy students can take the form of learning avatars in online laboratories — or explore career paths first-hand, through virtual reality. We know more than ever about attention span and engagement, or the connection between socio-emotional development and academic outcomes.

Researchers have, likewise, gained a deeper understanding of the ways students’ minds work. We know more than ever about how students reason, process information and solve problems. We know what kinds of scaffolding is required to develop and master these skills. Learning is best when it is built around doing, and when the context is practical, allowing students to try their hand at solving problems even as they’re still learning. It’s best when it is individualized, with progress based on a student’s personal aptitude and proficiency as they move toward mastering the material. And it’s best when it is enriched with peer-based discussion, practice and collaboration.

Astonishingly, few mass-market digital learning tools are built or adopted with these pedagogical advancements in mind. While Zoom is a fine tool for live conversations in small groups, it has few tools to facilitate the kind of engagement necessary for real learning. Coursera has raised millions for simply replicating the old-fashioned experience of a teacher lecturing at the front of a classroom. Quizlet is but a virtual collection of flashcards; it can assess the learning of certain facts, but it is hardly useful for the acquisition of skills. These types of common digital learning tools are increasingly great at making educators’ jobs easier. They are great at expanding access, allowing teachers and schools to reach more students than ever before. But scale, ease and access are not sufficient to help students learn and build skills.

The frustrations of educators and learners alike reflect the fact that education technology functions as a digital proxy for our oldest methods of teaching. Simply listening to a lecture is not effective in the real world, and yet that largely remains the default mode of education online. The impact of COVID-19 has only exacerbated these long-standing shortcomings. To create the digital learning experience students deserve — to finally fulfill the untapped promise and potential of educational technology — we must create tools that reflect not only advancements in technology, but in what we now understand about how the mind works and how students learn.



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martes, 15 de septiembre de 2020

Triller aims for TikTok with additions of influencers like Charli D’Amelio and Addison Rae

Triller had been poised to benefit from a potential TikTok ban in the U.S. Though that may not happen now, given the apparent Oracle deal, the chaos around TikTok has increased the attention given to alternative apps such as Triller. As TikTok users sought out a new home — or at least hedged their bets in the event of a full ban — Triller’s app shot up the app store charts. It even became the No. 1 across 80 different countries at some point, Triller CEO Mike Lu says.

At Techcrunch Disrupt 2020, Lu today spoke of Triller’s growing potential and what makes its app unique. He also touched on Triller’s involvement in several high-profile additions, including influencers and public figures like TikTok star Charli D’Amelio and family, and even Trump himself.

Lu also noted another top TikToker, Addison Rae, will make her way to Triller this week, as well.

Though Triller has often positioned itself as a different sort of app than TikTok, the company has steadily worked to onboard the same set of influencers that made TikTok so popular. TikTok star Josh Richards recently joined Triller as both an investor and chief strategy officer, despite being only 18, for example. Other TikTok stars Noah Beck and Griffin Johnson also joined Triller earlier this summer.

And just this week, Triller snagged TikTok’s queen herself, Charli D’Amelio, whose current TikTok account has 87 million followers.

Though Triller often benefits from influencers setting up their own accounts, Lu confirmed Triller reached out to D’Amelio to establish the relationship and to learn how the company could help her create a different type of presence on the Triller app.

Deal terms were not disclosed but Lu said that, “up until a month ago, we had never paid anyone to make a video.”

TikTok stars aren’t the only notable new additions. Last month, Donald Trump launched his own official Triller account, as well, to promote his political campaign.

Lu said he welcomes all the new users, including Trump.

“We’re an open platform and what we really strive for is creativity. So, we welcome anyone — regardless of whether you’re on the left side or the right side of the fence — to express yourself on the Triller platform,” he said. “Seeing some of the world leaders and also some of the biggest influencers in the world join the platform is very exciting for Triller.”

Lu also explained how Triller differentiates itself from the broader social media app lineup, noting that much of the focus of older social networks had been on allowing users to post status updates, not creative content.

Triller’s identity, Lu added, “has always been around music, around content, and around creative discovery.”

“I think that we will always shine more than your traditional status updates — which I think that the world of Facebook, Instagram and Twitter has done really well” he said. But today’s users “really don’t post creative content to those old platforms anymore,” he continued. “They’re actually posting them on platforms like ourselves, where they’re looking for an expressive and creative outlet.”

Lu claimed Triller also benefitted from older social networks’ attempt to enter the short-form video space.

When Instagram launched its TikTok competitor, Reels, Triller saw a 20% spike in usage, Lu said.

“We realized that a lot of users who were waiting for Reels…they saw what it was. And they decided they’re sticking to Triller,” he said.

On the topic of business matters, Lu declined to speak about recent reports of its supposed billion dollar valuation, but did confirm Triller is in the process of raising new funding. He also declined to speak about the status of Triller’s reported $20 billion bid with Centricus for TikTok assets, but said the company believed it would have been a good home for TikTok creator content from an infrastructure perspective.

Not surprisingly, given Triller’s potential growth in the midst of TikTok concerns, Lu also supported the idea that TikTok could be a security threat to U.S. users.

“Given the sensitivity of the data [and] the amount of data that they collect, it does pose a national risk,” Lu said of TikTok. “This is a Chinese-owned  company. The data is sitting, probably, not here in the States…” he added, seemingly refuting TikTok’s claims that its U.S. data was on U.S. servers.

“We take that stuff very seriously. We are a U.S.- based company,” he said, noting how Triller was complaint with U.S. regulations, like COPPA. “Something we actually take very strong pride in is making sure that we uphold [Triller] to the right standards that we’re used to, and as well as the privacy of our users and our citizens,” Lu said.



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