Octopus, an up-and-coming smartwatch for children aged 3-8, has raised nearly $1 million on Indiegogo, an international crowdfunding website.
HoloLamp has introduced a new portable device that delivers hands-free and glasses-free augmented reality experiences.
Maxst, a Seoul, South Korea-based augmented reality (AR) company, is introducing two new AR products Thursday at the International Consumer Electronics Show (CES) in Las Vegas, Jan. 5-8.
E Ink has unveiled the largest commercially available active matrix ePaper module.
Barnes & Noble is celebrating pre-K—12 educators by hosting several events and offering a number of discounts on books, toys and games available in store and online.
While OER marketplaces tend to tout the amount and types of content on offer, we must remind ourselves that content is not curriculum — and it is curriculum that teachers actually want. We go on to describe the life-cycle of a digital lesson — and argue that support for all the life cycle phases is only just beginning to be provided.
- By Cathie Norris, Elliot Soloway
A new survey from The Learning Counsel finds that nearly four in five students have access to a computing device for "a good portion of the school day" or longer.
Augmented and virtual reality headset sales will see a compound annual growth rate of 108.3 percent from 2015 to 2020, according to a new report from International Data Corp.
Wearable computing devices need to be more useful to drive adoption, according to a new survey from Gartner.
Discovery Education has now begun to build virtual reality experiences into its digital content. Recently, the company announced the addition of three new VR components to its social studies products.
- By Dian Schaffhauser