A virtual field trip taking place next week from Discovery Education and the National Basketball Association aims to show students how math is used in basketball everyday, in an effort to spark students’ interest in STEM careers.
Sharpstown High School students were introduced to Atkins Nutrition’s VR game, Sugar Goggles, which takes players through the human body. The VR game was made to educate students early on how to make healthy choices when it comes to food in a fun, engaging way.
As virtual reality goes mainstream and provides new ways for students to interact and gain hands-on experience, it's important to experiment and demonstrate the technology's potential learning benefits.
Google has recently released a brand new version of Google Earth for both Chrome and Android. This new version has come with a slew of nifty features teachers can use for educational purposes with students in class.
Despite plenty of media attention and hype, augmented reality (AR) and virtual reality (VR) are technologies still on the outskirts in American classrooms, according to a recent survey by the nonprofit organization Project Tomorrow. Only five percent of teachers said they are using AR or VR in their classrooms, Project Tomorrow found in its annual Speak Up survey of more than 510,000 K–12 students, parents and educators.
New location-aware “knowledge injections” on the cloud-based EON Reality Augmented Virtual Reality platform provide contextual knowledge in real time, helping users to facilitate a manufacturing, maintenance, repair or operation procedure, and more.
NASA and Texas Instruments (TI) today launched “The Search for STEMnauts,” a virtual scavenger hunt designed to ignite students’ interest in science, technology, engineering and math (STEM). Each week for the next six weeks, students in sixth through 12th grade will be challenged to solve space-related puzzles for a chance to unlock virtual reward points.
A new web program by Google allows users to explore the world in virtual reality (VR) by just speaking the name of a place. Speak to Go is activated by a user’s voice.
The company has added support for Google Cardboard and launched a new homepage for web-based VR experiments.
Lifeliqe, a San Francisco-based visual learning platform incorporating virtual reality (VR), augmented reality (AR), mixed reality and interactive 3D, is piloting mixed reality educational scenarios for Microsoft HoloLens in grade 6-12 classrooms.