Augmented and virtual reality headsets will see a compound annual growth rate of 52.5 percent through 2022 despite a lackluster year in 2017, according to a new forecast from International Data Corp. In 2017 the market saw a decline, largely because of reduced shipments of screenless V.R. viewers, which in turn was a result of vendors ceasing to bundle the viewers with smartphones. Following last year's poor showing, however, I.D.C. predicts strong growth this year, with shipments surging to 12.4 million units on a 48.5 percent C.A.G.R.
A new whitepaper from personalized learning nonprofit KnowledgeWorks explores how wearables, augmented reality and virtual reality could play out in education. Vignettes drill into how educators could use these technologies in and out of the classroom to add "digital depth" to physical reality to increase student engagement, enhance the personalization of learning, help people understand others' experiences and perspectives, generate greater levels of self-awareness and foster critical thinking.
Nintendo plans to release the highly anticipated Labo for Switch gaming systems April 20. Today at an event in San Francisco, the company revealed a unique component that adds a new dimension of invention and node-based coding to the mixed-reality system — Toy-Con Garage.
Montour Elementary School's latest makerspace, the first of its kind powered by Lego Education, wasn't the school's first advanced, hands-on learning lab, and it won't be its last.
A kindergarten teacher pairs his research-based curriculum with 3D animals to teach and delight his kindergartners.
MIT education researcher Meredith Thompson shares three vignettes of three different approaches to virtual reality in K–12: a social studies class in a suburban school district, a district-wide perspective from an urban school district and a class designed entirely around understanding and implementing VR for other classrooms.
Spending on augmented and virtual reality will nearly double in 2018, according to a new forecast, growing from $9.1 billion in 2017 to $17.8 billion next year.
zSpace, a provider of augmented reality tools for education, has partnered with Mimbus to offer vocational and technical students a new way to practice welding techniques.
Among the topics: how to identify the "big ideas" worth exploring and personalize them; how to do 360-degree recording and handle pre-production, production and post-production; and how to share the film "with the world" and assess its impact. There's also an educator resource on integrating video production into the curriculum.
Global shipments of augmented reality and virtual reality headsets will hit 13.7 million units this year as they ride a compound annual growth rate of 56.1 percent on their way to 81.2 million shipments in 2021, according to a new forecast.