Lifeliqe, a visual learning platform incorporating virtual reality (VR), augmented reality (AR) and interactive 3D content, is launching Lifeliqe VR Museum, its first fully VR experience.
Epson today has released its iProjection App for Chromebooks, enabling students and teachers to wirelessly display content from Chromebooks onto Epson Brightlink interactive projectors and most PowerLite projectors.
NEC Display Solutions of America has launched a new line of direct-view LED displays designed to be easily viewed from long distances, making them suitable for outdoor signage on building exteriors and indoors in large auditoriums or lecture halls.
In a national survey of more than 1,300 K-12 educators, laptops, Chromebooks and media tablets were chosen as the most valuable tools for teaching and learning, while mobile phones and smart watches were cited as the least useful (and most detested).
- By David Nagel, Dian Schaffhauser
While more than half of K–12 teachers say they use education technology in the classroom on a daily basis, with nine in 10 saying they do so at least weekly, only 15 percent of those teachers would give themselves an “A” in education technology skills, according to a recent University of Phoenix College of Education survey.
Later this week, a broadcast technology company will introduce an updated version of its captioning technology to address the captioning of pre-recorded content.
- By Dian Schaffhauser
Kids-Tech, an Atlanta-based ed tech company, has launched Tech Class, a year-long program for elementary school kids designed to help build a foundation of knowledge in technology. The weekly classes cover 3D printing, app building, drones and virtual reality.
Explain Everything has relaunched the Android and iOS versions of its interactive screencasting whiteboard tool with an updated interface.
Key Digital, which manufactures technology for HDTV, has introduced three new HDMI switchers that can enhance the use of campus-wide video distribution and digital signage.
Worldwide revenues for the augmented reality (AR) and virtual reality (VR) markets are expected to grow from $5.2 billion in 2016 to more than $162 billion in 2020, according to research done by the International Data Corporation (IDC). The $156.8 billion increase represents a compound annual growth rate of 181.3 percent over the 2015-20 forecast period.