Mobile learning is the top priority for K–12 IT leaders, according to the fifth annual K–12 IT Leadership Survey published by the Consortium for School Networking (CoSN). It’s the first time mobile learning ranked as the highest priority in the survey.
A trio of tech entrepreneurs have launched Codeverse, the world’s first “hackable” classroom, studio and vertically integrated technology platform designed to teach children ages 6 to 12 the skill of coding. The studio is scheduled to open in Chicago in July.
The United States is expected to spend the most of any country on these two systems in 2017 — $9.7 billion, according to a report from the International Data Corporation.
Five years from now K–12 classrooms will look dramatically different than they do today because of the four trends identified in this week’s blog post. You can take that prediction to the bank!
- By Cathie Norris, Elliot Soloway
The virtual schools market in North America is expected to grow at a compound annual growth rate of 12.82 percent during the period 2017-2021, according to a new report.
In the city that has been leading the fight to slow climate change, students will soon spend class time using an augmented reality (AR) game to figure out how to reduce greenhouse gas emissions.
Ed Tech Strategies, a Virginia-based research and counsel consultancy, has published a K–12 Cyber Incident Map, an interactive visualization of cybersecurity-related incidents reported about United States K–12 public schools and districts from 2016 to the present.
A new VR editor designed for tablet-use from ThingLink offers a way for teachers and students to create interactive content.
ClassFlow, the free, next-generation lesson delivery software, has partnered with four digital content developers to provide teachers with expanded access to the latest innovative, immersive and interactive educational content.
A new version of Samsung Gear 360 can capture video in 4K resolution and live-stream in 2K resolution. The new product is also compatible with iOS devices, Macs, Windows and more Android devices, making it easier to create, share and stream virtual reality content.