UNICEF and Bitget Partner for Blockchain Education to Benefit 300K Girls Globally

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Bitget, a renowned crypto exchange, has forged a three-year strategic alliance with UNICEF Luxembourg. This partnership aims to improve digital competencies and blockchain understanding among the youth. Joining the Game Changers Coalition spearheaded by UNICEF’s Office of Innovation, Bitget is set to impact 300,000 participants including girls, parents, mentors, and teachers across Armenia, Brazil, Cambodia, India, Kazakhstan, Malaysia, Morocco, and South Africa.

As a member of the Game Changers Coalition, Bitget unites with the Global Video Game Coalition, Women in Games, and the Micron Foundation. Their collective goal is to equip 1.1 million girls with blockchain and tech skills by 2027. This is further reinforced by Bitget’s Blockchain4Her initiative, a $10 million venture aimed at promoting women’s digital literacy and financial independence through mentorship, funding, and bespoke educational content.

In addition to creating educational resources, Bitget intends to connect UNICEF with distinguished blockchain protocols and Web3 developers who will bring a variety of technical insights into the program. Bitget’s CEO, Gracy Chen, stated their mission is to equip adolescent girls with STEM skills to bridge the gender skills gap. The strategy involves integrating practical and accessible blockchain education into global curricula, with guidance from leading Web3 experts.

According to reports, girls and young women in low and middle-income countries miss out on approximately $15 billion in economic opportunities every year due to inadequate internet access and digital skills. This partnership aims to rectify this by bridging the digital competence gap, which is now a requirement for 90% of job opportunities.

Bitget Academy, the educational wing of the crypto exchange, will assist in designing UNICEF’s inaugural interactive blockchain training module. This module will utilize video game creation to simplify blockchain fundamentals. Chen added that the gamification of learning simplifies complex topics, and it’s a practical approach considering that roughly 3.3 billion people worldwide play games.

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