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.
About 20,000 people attended ISTE 2016 in Denver this year. Here are the main takeaways.
A couple of the ingredients that made ISTE 2016 unique were what the conference called “Poster” and “Playground.” Poster was an area of the Colorado Convention Center where teachers demonstrated technologies they’ve successfully used in the classroom. Playground featured hands-on workshops with educators and students exploring everything from mobile learning and games to virtual reality and the maker movement.
Since technology is allowing the paradigm to shift from instructor-centered learning to student-centered learning, the design of the classroom is in flux as well. So what should the learning space of the 21st century look like?
Houghton Mifflin Harcourt (HMH) has launched the first of its HMH Field Trips for Google Expeditions.
In a recent survey more than 9 in 10 teachers (93 percent) said they believe the use of VR would "excite" their students, and 8 in 10 (83 percent) say it might improve learning outcomes.
- By Dian Schaffhauser
Samsung and Pearson have partnered to offer the Samsung Literacy Lab, which combines Samsung Chromebooks or tablets with Pearson's iLit literacy program and a one-day professional development program.
Google has formally rolled out the full release version of Google Expeditions, the company's virtual reality system for education that's built on top of Google Cardboard.
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.