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.
Here are four tools that incorporate that can be used immediately in the classroom to help students become true climate change scientists.
- By Danny Wagner
Alive Studios, which creates supplemental reading and math materials for students in grades preK-3, is introducing its first augmented reality children's storybook.
With the help of a virtual reality game their professor created, some students at Cornell University have gathered evidence that interacting with other people in a game-playing atmosphere may help them learn more.
Global shipments of wearable devices will grow 29 percent over 2015 to hit 101.9 million units this year according to a new forecast from market research firm International Data Corp.
Desire2Learn, or D2L, today launched the Summer16 release of Brightspace, its popular cloud-based learning management system, with a new user interface optimized for mobile devices.
Lifeliqe, a platform for interactive, educational 3D, virtual reality and augmented reality, today launched Lifeliqe Creator, a program that gives teachers the power to create and publish interactive presentations and e-books that integrate 3D models, rather than 2D images.
President Obama has proclaimed this week a National Week of Making, unveiling a number of new initiatives, including a project involving more than 1,400 schools, almost 1 million students and all 50 of the United States.
OER – open education resources are a boon to K-12. But OER is a start, not an end. As K-12 moves to fully 1-to-1 and blended learning, K-12 needs to go beyond digitized versions of paper-based lessons (and proprietary formats) and develop an open standard for the "deeply digital lesson."
- By Cathie Norris, Elliot Soloway
Multimedia tools can reduce student anxiety by encouraging a creative approach that not only builds design and tech skills but also can turn an intimidating final assignment into a fun experience.
- By Emily Major