AR/VR/Metaverse


VictoryVR, a company that creates virtual reality curriculum for grades 5–12, will be making its science content available for the Oculus Go beginning this summer.

VR Ed Company Targets Low-Cost Oculus Go for Science Units

VictoryVR, a company that creates virtual reality curriculum for grades 5–12, will be making its science content available for the Oculus Go beginning this summer.

The Challenger Learning Center of Las Cruces running a space mission. Source: Challenger Learning Center.

STEM Center to Take Students on Space Missions Virtually

The city that put a man on the moon is now hoping to send students into space. Houston Community College has announced plans to open the latest "Challenger" learning center, a facility for K-12 students to gain STEM exposure by heading to space — virtually.

Digital Promise Launches Student Immersive Video Project with UN and Oculus

Digital Promise Launches Student Immersive Video Project with UN and Oculus

Digital Promise announced a partnership with the United Nations SDG Action Campaign and Oculus to launch the MY World 360° project. The new goal: to support youth worldwide in creating immersive media that shares their perspectives on how to advance the UN's 17 Sustainable Development Goals.

high school virtual reality lab

VR Lab!

When Tampa Preparatory School launched decided to turn a closet into a virtual reality lab, they had no idea how far their students would run with the tools....

Forecast: AR and VR Headset Sales to Return to Strong Growth Following Lackluster 2017

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.

Report Explores Potential of Wearables, AR and VR in Education

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.

Labo for Nintendo Switch

Nintendo Reveals Toy-Con Garage Invention System for Labo

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

The STEAM-Powered Elementary School: Montour Opens World's First Lego-Themed Brick Makerspace

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.

How Augmented Reality Engages ELLs

How Augmented Reality Engages ELLs

A kindergarten teacher pairs his research-based curriculum with 3D animals to teach and delight his kindergartners.

Making Virtual Reality a Reality in Today

Making Virtual Reality a Reality in Today's Classrooms

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.