The China-based company last week unveiled its companion robot, iPal, designed as an educational friend for children aged 3-8.
Lego has unveiled a new robotics system that teaches kids computer science skills at the annual International Consumer Electronics Show (CES).
Virtual reality and robotics will become widely adopted in education in the next two to three years, and wearable devices are expected to become mainstream in the education space over the next four to five years, according to a recent report published by the New Media Consortium and the Consortium for School Networking.
Facebook is donating 500 virtual reality kits to Arkansas schools under a first-of-its-kind partnership between the social media company and the state, according to the Associated Press.
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