A company that produces virtual laboratory simulations for education has struck a deal with the Danish Ministry of Education to provide its schools with access to its programs. Beginning this month, students in lower secondary (grades 8-10) and upper secondary grades will have access to STEM-focused simulations from Labster, which has its headquarters in Denmark.
The education sector is forecast to spend more than $6 billion annually on augmented and virtual reality technologies by 2023. Funding for the technologies remains a major hurdle to adoption, but price points for equipment are dropping rapidly.
Nintendo is releasing its fourth do-it-yourself cardboard kit this week. Nintendo Labo VR KIT provides an introduction to virtual reality.
Alive Studios is adding two new components to its Math alive augmented reality system designed for pre-K and kindergarten (and for grades 1 to 3 as an intervention).
"Virtual Field Trips," offers interactive experiences captured during actual expeditions with scientists doing current research. Some of the trips include adaptive feedback and adaptive pathways. The resources are already being used in high school and college classrooms to supplement lessons in biology, earth sciences, geology, anthropology and other studies.
Microsoft and VictoryVR have made a library of virtual-reality-based science content available free to schools that are using headsets running Microsoft Windows Mixed Reality.
The project was undertaken by video game lover and STEM coach, Jennifer Snyder, who saw the gear in use at the University of North Carolina Charlotte and added it to her wish list.
While dissections are an integral part of most biology classes, many states now have laws in place that give students the right to opt out of animal dissections. The new solution offers schools an option, starting with a VR frog, which is expected to be available in this quarter.
For our fourth-annual Readers’ Choice Awards, more than 1,000 education technology professionals weighed in on their favorite technologies, from instructional technology to security and privacy tools, from mobile devices to projectors, from games to multimedia authoring tools.
Nintendo is working with the nonprofit Institute of Play to bring its popular Labo kits for Nintendo Switch to classrooms in North America. The Institute of Play is developing STEAM curriculum and a teacher guide for Labo and is seeking classrooms to participate.