"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.
IT analyst firm Gartner has named its top 10 trends for 2019, and the "immersive user experience" is on the list, alongside blockchain, quantum computing and seven other drivers influencing how we interact with the world. The annual trend list covers breakout tech with broad impact and tech that could reach a tipping point in the near future.
Discovery Education is hosting a free virtual field trip to a nuclear power plant Oct. 15, cosponsored with the Center for Nuclear Science and Technology Information. The event takes place between 1 p.m. and 1:30 p.m. Eastern time.
This form of gaming blends fact and fiction to immerse players in an interactive world that responds to their decisions and actions.
Long touted as promising ed tech tools, virtual and augmented reality are finally making a real impact on teaching and learning.