The application period for Acer's STEAM Lab Makeover contest is coming to a close in a few weeks. The contest will award a mixed-reality technology package to one school.
Microsoft today formally launched a new grant program aimed at bringing mixed reality to schools and libraries. Applications are due in two weeks.
A new study from the University of Maryland found that people recall information better when it is presented to them in a virtual environment, as opposed to a desktop computer.
An open immersive virtual reality interface for pre-university and first-year students allows them to explore engineering disciplines, such as structural or hydraulics, as part of engaging their interest in STEM careers.
- By Dian Schaffhauser
- 06/07/18
VictoryVR, a company that creates virtual reality curriculum for grades 5â12, will be making its science content available for the Oculus Go beginning this summer.
- By Dian Schaffhauser
- 05/09/18
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 â virtually.
- By Dian Schaffhauser
- 04/30/18
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.
- By Dian Schaffhauser
- 04/17/18
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....
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.
- By Dian Schaffhauser
- 03/14/18