THE Journal's Mobile Computing + Augmented & Virtual Reality Resources
Here you'll find articles covering 1-to-1 computing, BYOD, augmented and virtual reality and all things mobile! Topics range from strategies for managing devices to news and reviews about new hardware and software.
Inspired by Princeton University Assistant Professor Ruha Benjamin, two educators at Minnesota's Global Academy developed a session that utilizes technology to combat and confront racism.
The Parent Coalition for Student Privacy and the Campaign for a Commercial-Free Childhood earlier this week released a free, online toolkit that offers guidance to parents on how to protect their children’s personal information.
Jaclyn Gerstein will be presenting at two sessions during the ISTE conference: “A Framework for Maker Education: Frontloading and Reflecting on Maker Experiences,” on Sunday, June 25; and “Design Thinking and Universal Design for Learning for Makerspaces, STEM and STEAM” on Monday, June 26.
Three students behind reVIVE, a virtual reality solution that offers an alternative way to diagnose attention deficit hyperactivity disorder (ADHD), took first place at the Disrupt NY 2017 Hackathon.
Leslie Fisher has turned her name and talents into her own successful ed tech consulting company. She will present at seven different sessions during the ISTE conference, June 25-28, in San Antonio, TX.
Evan Boorman started CodeREV after running a successful tutoring company. He spoke with THE Journal to discuss the CodeREV summer camps, as well as the necessities of teaching coding and STEAM to young people.
The new CoderZ online learning environment teaches students to code in a virtual environment and can also be configured with many physical robots, like the Lego Mindstorms Education EV3.
Robert Dillon is a an expert in K–12 learning spaces, and loves to explore the intersections of technology and learning space design.
The ED has selected five finalists in the EdSim Challenge, a national competition that aims to advance students’ career and technical skills with immersive, computer-based simulations. Finalists will each receive $50,000 and continue to develop their prototypes for a chance to win the $430,000 grand prize.
Schools that implement BYOD programs will choose one or both of two approaches: required BYOD and supplemental BYOD. While supplemental BYOD is a common-sense way to broaden students' and teachers' classroom resources, required BYOD is a problematic choice that will challenge a school district's staff and the community as a whole.
- By Jeff Mao