E-Business
Microsoft, Code.org Inspire Millions of Beginner Coders Via ‘Minecraft’

Microsoft Corp. and Code.org unveil the Minecraft Hour of Code Designer, a coding tutorial for students and educators created for Hour of Code, an annual, global campaign held during Computer Science Education Week, Dec. 5–11.
The new web-based tutorial — available for free at http://code.org/minecraft — enables beginner coders to create and share their own simple “Minecraft” game, and is designed to empower anyone to begin learning the problem-solving and critical thinking skills required in today’s tech-fueled world.
Created by “Minecraft” game designers at Mojang and Microsoft, in partnership with Code.org, the fun and easy-to-learn one-hour experience builds on the success of last year’s record-breaking “Minecraft” tutorial, which reached more than 30 million students worldwide. With the goal of inspiring millions more to try coding for the first.
With the immense popularity of “Minecraft” around the world, Microsoft and Code.org believe the tutorial has the potential to reach people of all ages and likeness. Women and girls already compose nearly half of the game’s global fan base.
The tutorial also underscores Microsoft’s commitment to ensuring all young people have the opportunity to learn computer science, an economic and social imperative in this era of digital transformation which Microsoft aims to reach students most likely to be among those without access, particularly girls and minorities.
“We are partnering with Code.org again this year to make computer science more accessible to millions of youth around the world with ‘Minecraft’ and Hour of Code,” said Satya Nadella, CEO, Microsoft. “I am inspired by the ‘Minecraft’ generation who view themselves not as players of a game, but as creators of the new worlds they dream up. This is the generation that will imagine, build and create our future, and together we can equip them with the computational thinking and problem-solving skills to seize the opportunities ahead.”
Commenting, Public Sector Director at Microsoft Nigeria, Hakeem Adeniji-Adele, stated that Microsoft and Code.org are working globally with schools, educators and governments to deliver the benefits of computer science education in schools, after school and at home to give all youth the opportunity to learn the skills they need to achieve more.
Designed for ages 6 and up, the Minecraft Hour of Code Designer teaches students to create their own “Minecraft” experience where they can program the rules.
They can make chickens that drop gold, or zombies that run away instead of attacking. Along the way, students use Code.org’s familiar drag-and-drop coding interface to learn computer science concepts such as object-oriented programming, event handlers and repeat loops.
Players face a series of 12 challenges, culminating in creating their own simple game, which they can share with friends.
Also sharing her thoughts, Mrs. Abbas Omobolanle of Ikota Computer Centre (located in Obalende Primary School) noted that Computer Science enables pupils fit in the society. In her words, “We need to catch them young to reason and think faster. To enable our pupils to know the happenings in our environment and the world at large.”
In support of Code.org and the global Hour of Code campaign, Microsoft will lead thousands of youth coding events in more than 60 countries. This includes hundreds of free workshops across the globe.
Students can reserve a spot in a store workshop by visiting microsoft.com/youthsparkprograms and also visit their local Microsoft Store to learn more.
E-Business
NITDA Takes Over National Digital Architecture System

Nigeria has taken a major step toward strengthening its digital governance framework as the National Information Technology Development Agency (NITDA) officially assumes control of the Nigeria Government Enterprise Architecture (NGEA) infrastructure.

The handover ceremony held in Abuja, marks the culmination of a high-level partnership with the Korea International Cooperation Agency (KOICA).
This transition signals a shift from fragmented IT projects to a unified, disciplined approach to national digital investment.
The NGEA initiative forms a core part of the e-Government Masterplan 2.0 (Ne-GMP 2.0), aimed at establishing a unified and structured approach to managing government IT investments and digital resources.
The framework is designed to ensure that technology deployment across public institutions aligns with national priorities while improving efficiency and accountability.
With the system now operational, government agencies are expected to adopt more integrated digital processes, allowing seamless data sharing and interoperability.
This is anticipated to reduce duplication, strengthen risk management, and translate policy objectives into measurable digital outcomes.
Over the past two and a half years, Nigerian technical experts worked closely with their Korean counterparts to develop the architecture framework, create reference models, and execute pilot programmes in key institutions.
These include the National Identity Management Commission, Nigeria Customs Service, Nigeria Immigration Service, and NITDA.
Officials say the NGEA represents a shift from fragmented digital efforts to a more coordinated, citizen-focused system.
The infrastructure is hosted by Galaxy Backbone Limited, providing a secure and reliable platform for nationwide deployment.
Looking ahead, NITDA is expected to work with government stakeholders to expand and sustain the system, while the Federal Ministry of Communications, Innovation and Digital Economy will provide policy guidance to ensure its adoption across the country.
E-Business
FG Shifting Focus to “Meaningful Connectivity” to Drive Inclusion – Minister

Bosun Tijani, minister of Communications, Innovation and Digital Economy, has said the government is shifting focus from expanding access to ensuring “meaningful connectivity” that drives economic growth and inclusion.

Bosun Tijani, minister of Communications, Innovation and Digital Economy
The minister made the statement on Friday while addressing stakeholders at the inauguration of board members of the Universal Service Provision Fund (USPF) in Abuja.
He said that although Nigeria had made significant progress since the introduction of GSM services, millions of people, particularly in rural and underserved communities, remain either unconnected or unable to fully benefit from digital services.
Dr Tijani highlighted ongoing investments in digital infrastructure, including plans to deploy 90,000 kilometres of fibre optic network and nearly 4,000 telecom towers nationwide.
He said initiatives under the USPF had improved access through projects such as rural connectivity and digital facilities in schools but stressed that the next phase must prioritise effective usage.
“It is not enough to connect a community. We must ensure that schools can teach with digital tools and that small businesses can access market opportunities,” he said, citing a pilot project in the Kura community where connectivity has enhanced access to communication, education and healthcare.
Aminu Maida, executive vice chairman, Nigerian Communications Commission (NCC) also called for a shift towards meaningful connectivity, noting that while data usage had grown significantly, it remained concentrated in urban areas.
According to him, recent data shows that telecom usage has increased by about 160% over the past two years, largely driven by urban demand.
“When we drill down, we see that a lot of that growth is actually in urban centres. So, the gap between those who are not connected or not meaningfully connected is growing,” he said.
Dr Maida added that the trend underscored the need for the USPF board to intensify efforts to bridge both access and usage gaps across the country.
Both officials emphasised the importance of collaboration, sustainable investment models and improved digital literacy to ensure that connectivity translates into real economic benefits for Nigerians.
E-Business
Jury Finds Meta, Google Liable for Woman’s Social Media Addiction

A jury in Los Angeles has found technology companies, Meta and Google liable for contributing to a young woman’s social media addiction, in a case being described as a landmark ruling.

The 20-year-old woman, identified only as Kaley, argued that she became addicted to Google’s YouTube and Meta’s Instagram from an early age due to their attention-driven design features.
According to her testimony, she began using YouTube at the age of six after downloading the app on her iPod Touch to watch videos about lip gloss and online games.
Kaley told the court that she joined Instagram at nine, bypassing parental restrictions put in place by her mother, and spent extended periods on social media.
The trial, which lasted about a month, with arguments and evidence from both sides.
Jurors also heard testimony from Mark Zuckerberg, chief executive, Meta and Adam Mosseri, Instagram head.
However, Neal Mohan, YouTube chief executive, did not testify.
The jury found that the companies were negligent in the design of their platforms and failed to adequately warn users about potential harms. Meta and Google were ordered to pay the woman $3 million in damages.
Jurors also recommended additional punitive damages, including $900,000 against YouTube and $2.1 million against Meta, according to company spokespersons.
The jury apportioned 70 per cent of the responsibility to Meta and 30 per cent to YouTube.
Kaley was present in the courtroom when the verdict was delivered, alongside parents of other teenagers who say they were harmed by social media use. Both companies said they plan to appeal the decision.
“We respectfully disagree with the verdict and will appeal. Teen mental health is profoundly complex and cannot be linked to a single app. We will continue to defend ourselves vigorously as every case is different, and we remain confident in our record of protecting teens online”, a Meta spokesperson said.
José Castañeda, Google spokesperson, said the case misunderstands YouTube, which is a responsibly built streaming platform, not a social media site.
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