Once again this school year, schools will be ramping up robotics programs and opening more makerspaces, according to the latest report from the New Media Consortium and the Consortium for School Networking.
2.1 million augmented reality (AR) and virtual reality headsets shipped in the second quarter of 2017, a 25.5 percent increase compared to the same period of 2016, according to a new report from International Data Corp. (IDC).
The Arkansas Department of Education and Facebook are expanding an existing partnership to bring VR education to all of the state’s public high schools.
A charter school in Indianapolis that educates students in recovery with drug and alcohol addictions has turned to virtual reality curriculum to keep their kids engaged in science.
- By Dian Schaffhauser
- 08/31/17
The international association of teachers, administrators, ed tech specialists and other education stakeholders offers its top five predications for the 2017-2018 school year.
The Boxfish 360 can continuously record 5K-UDH video or time-lapse photos for up to three hours, helping take away some of the time-pressure associated with filming underwater.
Google on Tuesday unveiled a new developer platform for augmented reality (AR) apps called ARCore.
The growing importance of STEM education is one of the major growth drivers for the K–12 game-based learning market, according to research from Technavio.
Now in its 15th year since its nationwide expansion in 2002, DoD STARBASE will introduce augmented reality (AR) and Internet of Things (IoT) concepts into its curriculum. Program participants will soon be able to use ThingWorx Studio, a solution that transforms IoT applications into immersive AR experiences.
The latest industry report from Technavio predicts the visual tech market in education will grow 33 percent through the forecast period 2017-2021, with VR, AR, 3D printing and visual data analytics as the top four product segments.