Tustin Unified School District in Orange County, CA has been experimenting with virtual reality, and the district’s senior director of technology is considering using fitness trackers and other wearable devices for future learning.
Kids-Tech, an Atlanta-based ed tech company, has launched Tech Class, a year-long program for elementary school kids designed to help build a foundation of knowledge in technology. The weekly classes cover 3D printing, app building, drones and virtual reality.
Teachers completed a 10-day intensive summer program, led by the University of Wyoming, that taught project-based STEM.
New features for Google Classroom and Google Expeditions aim to help teachers inspire learning for students, inside and outside of the classroom.
Worldwide revenues for the augmented reality (AR) and virtual reality (VR) markets are expected to grow from $5.2 billion in 2016 to more than $162 billion in 2020, according to research done by the International Data Corporation (IDC). The $156.8 billion increase represents a compound annual growth rate of 181.3 percent over the 2015-20 forecast period.
Iowa Vocational Rehabilitation Services (IVRS) is incorporating virtual reality technology into its curriculum to spark the interest of special needs students in science, technology, engineering and math (STEM) fields and support their acquiring new, 21st century work skills.
The Viveport platform expands HTC Vive’s application inventory and will include virtual reality content related to education.
A company that sells an app allowing students to explore biological creatures, botanical compositions, machinery, environments and other entities has signed on with a virtual reality company to make those same interactive models available to its users.
- By Dian Schaffhauser
About 20,000 people attended ISTE 2016 in Denver this year. Here are the main takeaways.
A couple of the ingredients that made ISTE 2016 unique were what the conference called “Poster” and “Playground.” Poster was an area of the Colorado Convention Center where teachers demonstrated technologies they’ve successfully used in the classroom. Playground featured hands-on workshops with educators and students exploring everything from mobile learning and games to virtual reality and the maker movement.