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Summer Adventure in 400 Locations Nationwide! Experiential Education Program for Elementary School Students “Mezase! Pokémon Trainer” to Be Held Starting Summer 2025

This summer, children across the country will embark on an adventure in nature with Pokémon!“Mezase! Pokémon Trainer (Aim to Be a Pokémon Trainer!)”, an experiential education program for elementary school students developed through a collaboration between the Scout Association of Japan and The Pokémon Company, will be held in approximately 400 locations nationwide in Japan […]

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This summer, children across the country will embark on an adventure in nature with Pokémon!
Mezase! Pokémon Trainer (Aim to Be a Pokémon Trainer!)”, an experiential education program for elementary school students developed through a collaboration between the Scout Association of Japan and The Pokémon Company, will be held in approximately 400 locations nationwide in Japan starting in Summer 2025.
This is an exciting initiative where children can enjoy the fun and learning of outdoor activities alongside Pokémon.

Experience the World of Pokémon in Nature! Rolling Out in Approximately 400 Locations Nationwide

Mezase! Pokémon TrainerPR TIMES

The Scout Association of Japan, a public interest incorporated foundation, is collaborating with The Pokémon Company’s “My First Pokémon Project” to fully implement “Mezase! Pokémon Trainer”, an experiential program for elementary school students, nationwide starting in Summer 2025.
As of Wednesday, May 28, 2025, approximately 400 locations nationwide have been confirmed for both the 2025 and 2026 fiscal years.

In this program, children will immerse themselves in nature and take on six missions with Pokémon.
To solve the given challenges, children will choose a partner Pokémon, understand its characteristics, and acquire skills useful for the natural environment.

The program is designed to be enjoyable for both Pokémon beginners and long-time fans, aiming for them to become Pokémon Trainers while learning elements of Scout education such as leadership, teamwork, physical fitness, and skills.
Participation is open to everyone, regardless of gender.

Fostering Children’s Growth! The Fusion of Education and Adventure

Mezase! Pokémon TrainerPR TIMES

The Scout Association of Japan has always valued four perspectives—character development, health, skills, and service—through educational activities set in nature.
This program is designed based on that philosophy, allowing children to learn by actively engaging their bodies.

Mezase! Pokémon TrainerPR TIMES

An experience in nature is a treasure trove of learning that cannot be gained in a classroom. Through encounters with familiar characters like Pokémon, children will develop the ability to think independently, act, and cooperate with friends.

This summer, all of Japan will transform into a Pokémon adventure stage.
This experience is full of opportunities for children to connect with nature, deepen bonds with friends, and grow.
It’s exciting to imagine children embarking on their own adventures, creating their unique stories with Pokémon!

For event information and how to participate, please check the “Mezase! Pokémon Trainer” official website.

Event Overview (as of writing)
Program Name Mezase! Pokémon Trainer
Held From Summer 2025 onwards (varies by area)
Locations Approximately 400 locations nationwide (for fiscal years 2025 and 2026)
Organized by Scout Association of Japan, Public Interest Incorporated Foundation
In Cooperation with The Pokémon Company’s “My First Pokémon Project”
Target Audience Elementary school students (all genders welcome to participate)
Content An experiential program to learn about nature while collaborating with Pokémon to complete six missions

©Pokémon. ©Nintendo/Creatures Inc./GAME FREAK inc.
ポケットモンスター・ポケモン・Pokémonは任天堂・クリーチャーズ・ゲームフリークの登録商標です。





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Sony acquires 2.5% stake in Bandai Namco in new anime-focused strategic partnership 

Bandai Namco Holdings and Sony Group announced on July 24 that they have entered a strategic business partnership. As part of the deal, Sony has agreed with existing shareholders to acquire 16 million shares (a 2.5% stake) in Bandai Namco for approximately $464 million (source: GameBiz).  The primary focus of the partnership is expanding global […]

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Bandai Namco Holdings and Sony Group announced on July 24 that they have entered a strategic business partnership. As part of the deal, Sony has agreed with existing shareholders to acquire 16 million shares (a 2.5% stake) in Bandai Namco for approximately $464 million (source: GameBiz). 

The primary focus of the partnership is expanding global fan communities of anime, manga and other IPs, particularly in the rapidly growing anime market. The two entertainment giants have previously collaborated in areas such as games, anime, and music, but through the acquisition, they intend to broaden the scope of this partnership while further leveraging each other’s strong suits. 

Specifically, this will involve using Sony’s infrastructure for anime production, distribution, and merchandising to promote Bandai Namco’s IPs, as well as co-developing and co-promoting anime and manga. In addition, Bandai and Sony will work together on supporting creators through “the joint development and operation of technologies and services in the entertainment sector.” They also aim to explore joint investment and business partnerships in areas focused on fan engagement, and are considering cooperating on experiential entertainment.

This partnership comes a few months following news of Sony becoming a major shareholder of Kadokawa – another major player when it comes to anime and IP production. These partnerships, along with the acquisitions of anime production studios, are no doubt part of Sony’s strategic goal of making anime a cornerstone of its entertainment business.



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Who is John Keyes aka KryozGaming?

Blog Who’s Who on Social Media Who’s Who on Social Media 5 min to read John Keyes, better known as Kryoz, is a gaming content creator who thrives on chaos, comedy, and community. With a presence built around silly gameplay, spontaneous laughter, and candid rants with friends, John has earned a loyal following across YouTube, […]

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Who’s Who on Social Media

5 min to read

John Keyes, better known as Kryoz, is a gaming content creator who thrives on chaos, comedy, and community. With a presence built around silly gameplay, spontaneous laughter, and candid rants with friends, John has earned a loyal following across YouTube, Twitch, Instagram, and X.

July 24, 2025

Justine Castany

See AI-Powered Profile ✨



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Extron and CENTEGIX Partner to Improve K–12 School Safety – rAVe [PUBS]

Extron Partners With CENTEGIX to Enhance School Safety Extron has partnered with CENTEGIX, a provider of rapid incident response technology, to integrate the CENTEGIX Safety Platform with the Extron GlobalViewer Campus Communication Suite. The collaboration is designed to bolster campus-wide communication and safety protocols for K–12 schools. The combined solution merges Extron’s communication and AV […]

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Extron Partners With CENTEGIX to Enhance School Safety

Gary Kayye

extron centegix

Extron has partnered with CENTEGIX, a provider of rapid incident response technology, to integrate the CENTEGIX Safety Platform with the Extron GlobalViewer Campus Communication Suite. The collaboration is designed to bolster campus-wide communication and safety protocols for K–12 schools.

The combined solution merges Extron’s communication and AV control platform — which includes bells, PA announcements, intercom, visual messaging and AV monitoring — with CENTEGIX’s wearable safety technology. The goal: faster, more discreet response options for educators and staff during emergencies.

The integration enables immediate audio and visual alerts campus-wide or in specific zones, two-way voice communication with key personnel, and wearable panic buttons that allow staff to quickly request help.

The CENTEGIX Safety Platform features dynamic digital mapping, real-time location data, visitor management and reunification capabilities, all designed to reduce emergency response time and improve campus safety readiness.

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Dominating the Digital Arena: Maryville Esports celebrates 10 years and 20 national championships | Lifestyles

Maryville’s Rocket League team celebrates its first NACE National Championship and first major tournament win as a squad. (Photo courtesy of Maryville University) (Photo courtesy of Maryville University) In a single weekend, Maryville University’s esports program claimed three national championships, pushing its all-time total to 20 championships in just 10 years. Maryville’s dominance in the digital […]

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Maryville 1.jpg

Maryville’s Rocket League team celebrates its first NACE National Championship and first major tournament win as a squad. (Photo courtesy of Maryville University)




In a single weekend, Maryville University’s esports program claimed three national championships, pushing its all-time total to 20 championships in just 10 years. Maryville’s dominance in the digital arena has redefined what it means to be a student-athlete in the 21st century. 

On May 31 and June 1, Maryville’s “League of Legends” and “Valorant” teams clinched national titles at the 2025 College League of Legends and College Valorant Championships at NC State University. Its “League of Legends” team swept Ole Miss in a best-of-five series, while its “Valorant” team triumphed over Winthrop University in a 3-1 showdown. That weekend capped off a momentous spring season in which Maryville also brought home three more titles at the National Association of Collegiate Esports (NACE) Spring Grand Finals in Florida. 

These three victories add to a slew of wins across titles such as “Rocket League,” “Valorant” and “League of Legends.” Maryville’s Esports Program was also recognized as Program of the Year and Team of the Year at the 2025 Scholastic Esports Awards.

With the continued growth in technology and love for video games, the field of esports is fast-growing and ever-changing. Jordan Ousley, director of esports media at Maryville, described esports as competitive video games played at a  similar level as traditional sports, involving athletes playing at the professional and semi-professional levels, and then collegiate and even high school levels. 

“In competitive video gaming, like baseball or football, players usually (specialize) in one title,” Ousley said. “If you’re a “League of Legends” player, oftentimes you’re not playing any other games; just like if you’re a baseball player, you’re only playing baseball. You’re not going to be playing soccer on the weekends. That’s the sport you are dedicated to.”







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Valorant player Tykhon Benderkyi celebrating a game win at the CECC Championship. (Photo courtesy of Maryville University)




Maryville founded its esports program in 2015. At the time, professional esports player Daniel Clerke had a vision for something the collegiate world hadn’t seen yet: a serious, scholarship-supported esports program. When then-president Dr. Mark Lombardi asked what it would take to make Maryville a national contender, Clerke made a promise: “Give me five computers and five scholarships, and I’ll bring you a national championship.”

Maryville became one of the first colleges to offer esports scholarships and it also became one of the founding members of NACE. Now, Maryville is known to be one of the top collegiate programs in North America, with 20 championship titles in between its “League of Legends,” “Rocket League” and “Valorant” teams in the past 10 years.

“There was no blueprint,” Clerke said. “At the time there weren’t any college esports programs. We were one of the first few programs to exist so there was a lot of trial and error when trying to see what works and what doesn’t.” 

Today, Clerke is the director of esports at Maryville, and the program he helped pioneer blends competitive excellence with academic standards, setting a high bar for what’s possible in college esports.







Maryville 3.jpg

The Maryville League of Legends Team with trophy in-hand after winning the 2025 College League of Legends National Championship. (Photo courtesy of Maryville University)




“This impressive milestone is a testament to the dedication, discipline, and talent of our student-athletes – and to the vision and leadership of our pioneering esports program,” Maryville President Dr. Dan Shipp said in a press release. “Maryville continues to reimagine higher education and redefine what it means to be a student-athlete through its commitment to innovation and student success. The sky’s the limit for these student athletes, and I can’t wait to see what they do next.”

With a team-wide GPA of 3.65, the players don’t just dominate online — they’re expected to succeed in classrooms too. Every player is required to maintain at least a 3.0 GPA while training as much as eight to ten hours a day in peak season, often balancing a full courseload with high-pressure matches streaming to thousands of viewers. 

 

“At Maryville, we train the best of the best,” Clerke said. “A lot of our players go on and play for professional teams. We’re going to teach our students and our players how to be at the top 0.01% of this activity. Through learning what it takes to be that good at this, they can apply that to learning anything else for the rest of their lives.” 

Players at Maryville often practice three to four hours a day as a team, then train an additional three to four hours individually. While these schedules and requirements may seem vigorous, structured curfews, academic accountability, and high expectations for performance have resulted in high levels of success for Maryville’s esports teams and all of its professional athletes across the years. 

“Maryville will strive to help you grow,” Tykhon Benderskyi, a student on the “Valorant” team at Maryville University said. “Where other schools might just expect you to be good, Maryville will work with you to make you the best you can be. You’re not gonna just be expected to show up and not get things in return. I get the love in return. I get the support in return. You are showing up and you’re doing it for yourself and for the (Maryville) family.”

Benderskyi grew up in Ukraine and moved to the United States with his family. He grew up wanting to become a professional esports player and saw Maryville as an opportunity to achieve his dreams. Maryville’s teams aren’t just the best in college – they’re performing and winning at the semi-professional level as well.  

“Maryville is one of the very few schools that actually compete at the semi-professional level,” Ousley said. “Our ‘League of Legends’ team is considered one of the best ‘League of Legends’ teams, not just in collegiate but also at the semi-pro level. We won the semi-pro tournament last year. We got second this year. It’s something that we as the collegiate team have been competing in for a while, and because of that, it allows us to get the Maryville name, not just out to any sort of in the collegiate ecosystem, but in the professional ecosystem as a whole.” 

Because of previous success, recruiting for a program like Maryville’s is highly competitive. With students from across the world fighting for a spot on the roster, most incoming varsity athletes already have connections to the semi-pro scene or are top-ranked in their regions. But for those who aspire to join the program without that level of experience, Maryville offers the Esports Academy: a training ground for future varsity hopefuls.

The Academy, now with over 75 active members, allows students to compete in additional titles like ‘Apex Legends,’ ‘Super Smash Bros.’ and ‘Marvel Rivals’ while offering coaching, competition, and community – without the pressure of varsity play.

“Not every high school player is ready to compete on a national stage, and that’s okay,” says Clerke. “We created the Academy so students still have a place to grow, learn and be part of something bigger.”

His advice to aspiring players: know the difference between gaming and esports.

“If you want to get really good at this, it’s going to take sacrifices, just like other sports,” Clerke said. “There isn’t a clear path for esports. So if you’re a kid that’s interested in this I would talk to your parents about it, sit down with them and try to find something in your local community.”

Clerke also stated that there are a variety of resources for children who are looking to get into esports, especially in the St. Louis area. Maryville offers esports summer youth training camps for high school students who are looking to level up their gameplay. Additionally, Missouri Scholastic Esports Federation (MOSEF) is a high school association that supported the growth of scholastic esports by providing schools with education about esports while also providing equitable access for students to competitive leagues. 

While reflecting on experience pursuing video games, Benderskyi said his number one piece of advice for children who are wanting to get into esports is to understand the level of commitment that esports requires, that they must be willing to put in the work. 

“If you want to go into video games, you have to develop a clear goal, have a clear discipline, a clear foundation of what you want to achieve within video games,” Benderskyi said. “Understand that you have to put in the work. You have to sacrifice your time. You have to put in those hours more than others to be better. But you need to understand that you need to put in that time with purpose. You can’t just play and play and play and expect yourself to get better. You have to have a foundation on how to get better.” 



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Mixed Reality Headsets, Jason Momoa’s CPG Pivot, NASA x Oakley, and Gaming AI

On this episode of TechMagic, hosts Cathy Hackl and Lee Kebler welcome Jeff Shardell, founder and CEO of Humble Brands, to hear about his journey from leading at Google to redefining sustainability in the CPG world.  Jeff shares how his tech background shaped his approach to eco-friendly product design, scaling consumer goods, and building an […]

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On this episode of TechMagic, hosts Cathy Hackl and Lee Kebler welcome Jeff Shardell, founder and CEO of Humble Brands, to hear about his journey from leading at Google to redefining sustainability in the CPG world. 

Jeff shares how his tech background shaped his approach to eco-friendly product design, scaling consumer goods, and building an authentic celebrity partnership with Jason Momoa. 

Cathy and Lee also dive into cutting-edge mixed reality news, from ByteDance’s lightweight Pico headset to Oakley’s NASA visor collaboration. Plus, how Gen Z’s gaming habits are reshaping career paths. 

With updates on AI’s impact on gaming jobs and Roblox’s new adult dating features, this episode bridges the worlds of innovation, sustainability, and immersive tech. The hosts also preview what’s coming in Season 3 after their summer break.

Come for the tech, stay for the magic!

Episode highlights:

Mixed Reality Momentum — Cathy and Lee dive into the latest in XR hardware, spotlighting ByteDance’s lightweight Pico headset and Oakley’s visor developed for NASA’s Artemis 3 mission. They discuss how sleek design, enterprise collaboration, and immersive functionality are signaling a shift toward mainstream adoption of mixed reality across both consumer and professional environments. 

Gaming Meets Career Building — Gen Z’s gaming isn’t just play; it’s preparation. Cathy and Lee examine how platforms like Roblox and Minecraft are training future professionals in design, systems thinking, and collaboration. They also unpack Roblox’s adult dating features and the growing impact of AI on gaming jobs, including layoffs at studios like King, developer of Candy Crush.

From Google to Clean Beauty — Jeff Shardell reveals how his experience as a Google executive helped him launch Humble Brands, a sustainable personal care company. Cathy and Lee explore how Jeff applied tech-industry thinking to CPG, built an authentic partnership with Jason Momoa, and navigated the challenges of scaling eco-conscious products in a crowded market.

Developing Authentic Celebrity Partnerships — Jeff explains how Humble Brands built a successful collaboration with Jason Momoa by prioritizing authenticity over traditional endorsements. Cathy and Lee explore how the partnership began with Momoa as a real customer, evolved over a year of co-developing products, and resonated with consumers through shared values and genuine connection.



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GCU’s character ed experts produce book that is ‘life-changing tool’ for teachers

Canyon Center for Character Education Program Director Emily Farkas (right) and Assistant Director Dr. Ashley Brandon with their new book on character education. Photos by Ralph Freso The pupils in Kristen Palamaruk’s earth science and AP and honors biology classes can count on an assignment to start the school year. But it will have little […]

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Canyon Center for Character Education Program Director Emily Farkas (right) and Assistant Director Dr. Ashley Brandon with their new book on character education.

Photos by Ralph Freso

The pupils in Kristen Palamaruk’s earth science and AP and honors biology classes can count on an assignment to start the school year.

But it will have little to do with molecules.

They will be “deep-diving into their own character,” said the Maryvale High School teacher, “and creating virtue goals.”

During the first week of school, she will be turning to the experts at Grand Canyon University’s Canyon Center for Character Education. She’s using Program Director Emily Farkas and Assistant Director Dr. Ashley Brandon’s new book, “Activities and Applications: Character Education.”

“We will discuss what character is and why virtues are important,” Palamaruk continued, using different activities in the book for each age group.

She will help them set up a virtues journal, per one of the book’s activities that highlight reflective journaling, as well as other activities for older students “to help them decide on the virtues they want to build for their character.”

It’s right there on page 19, and it’s a doozy: You’re having a birthday party at some future time (20, 30, 40?) and your best friend pops up to give a speech. “What would you like them to say about you?”

Last year was Palamaruk’s first to implement character education in her classroom, and there was a learning curve. This year, she has the book.

 “It’s been a life-changing tool,” she said. “I hope it inspires more people to utilize the tool and implement character education within their classroom.”

Activities for reflection and discussion fill the book by Canyon Center for Character Education Program Director Emily Farkas and Assistant Director Dr. Ashley Brandon.

There’s a lot of theory and research behind character education. But Farkas and Brandon knew in the past three years of working on character education with K-12 schools that teachers often ask the same questions:

“What can I do right now?”

“Do you have curriculum for it?”

So they give them tangible exercises, using the framework of CCCE skills on how to live a virtuous, flourishing life.

With graduate degrees in character education and on-the-ground experience at conferences and working with schools, Farkas and Brandon thought the best book would include activities to explore moral, civic, intellectual and performance virtues.

“It’s ready-made, they don’ have to think about it,” Farkas said.

A teacher can use it for their own growth or for students in their classrooms, and school leaders can use it for professional development. It’s free on CCCE’s website (or printed copies are available upon request to CCCE).

“It’s literally for anyone who wants to put character education activities in place — our main audience is the K-12 space — but these activities can absolutely be differentiated for higher education spaces,” Farkas said.

She said it could be a supplemental resource for established character education programs in schools or be something “to get the ball rolling” in schools without them.

It’s part of CCCE’s mission to advance character education globally, working on an extension of a three-year grant from the Kern Family Foundation.

To do the book, they enlisted 10 character education experts from across the country to contribute activities.

“It is often easy to view character education as ‘something else to add to my plate’ among the mound of duties, reports and responsibilities that we have as classroom educators,” said contributor Lance Forman, a Lipscomb University College of Education assistant dean and CCCE advisor. “But what we need to understand is the character is not something else to add to the plate, it IS the plate. Character education and development is the foundation of exceptional teaching and leadership. The book is a great resource for educators because it provides concrete ways to integrate character education elements into the classroom.”

Each section breaks down the intended audience, focus, materials needed and the step-by-step procedure. Numerous aids are used, from literature to videos of TEDx talks, from Aesop’s Fables to Psychology Today article links.

An activity on courage is supplemented by links to a talk by a researcher and lecturer about courage, followed by discussion questions and other activities. A section on gratitude includes a link to happiness expert Martin Seligman’s article and prompts to write three blessings from you day. Compassion, patience and integrity are explored form all angles.

“There’s plenty of opportunities for reflection throughout the activities,” Farkas said. “There’s a lot of focus on different virtues, such as empathy, which I think is needed currently.”

It’s all centered on personal growth.

“It’s really thinking about how your character impacts not only yourself and your growth, but how your character impacts those around you,” Brandon said. “That’s a pretty important lesson for little ones.”

Grand Canyon University senior writer Mike Kilen can be reached at [email protected]

***

Related content:

GCU News: Character summit: ‘It is all about promoting the common good’

GCU News: Faculty friends lead fast-growing group on how to spread friendliness



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