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.
Maxst, a Seoul, South Korea-based augmented reality (AR) company, is introducing two new AR products Thursday at the International Consumer Electronics Show (CES) in Las Vegas, Jan. 5-8.
HTC Vive will be demonstrating more than 30 virtual reality experiences at this year’s International Consumer Electronics Show (CES) taking place in Las Vegas this week (Jan. 5-8).
While OER marketplaces tend to tout the amount and types of content on offer, we must remind ourselves that content is not curriculum — and it is curriculum that teachers actually want. We go on to describe the life-cycle of a digital lesson — and argue that support for all the life cycle phases is only just beginning to be provided.
- By Cathie Norris, Elliot Soloway
Augmented and virtual reality headset sales will see a compound annual growth rate of 108.3 percent from 2015 to 2020, according to a new report from International Data Corp.
Wearable computing devices need to be more useful to drive adoption, according to a new survey from Gartner.
Discovery Education has now begun to build virtual reality experiences into its digital content. Recently, the company announced the addition of three new VR components to its social studies products.
- By Dian Schaffhauser
TabPilot Learning Systems has released an update to its mobile device management solution to offer increased scalability, enabling school districts to handle thousands of new devices across multiple schools at once.
Virtual charter school company K12 Inc. rejected a transparency proposal Thursday that would have required the company’s board of directors to create a new report detailing K12’s lobbying efforts. The proposal came from a group of shareholders, represented by Arjuna Capital, who said the company spends millions on state lobbying, even as its stock has been dropping and revenues have decreased.
The global education gamification market is expected to grow at a compound annual growth rate of 66.22 percent from 2016 through 2020, according to a new report by Dublin-based market research firm Research and Markets.
A startup that builds interactive iPad games for its flagship gaming accessory that enables learners to “play beyond the screen” has received additional funding to bring some of its games to iPhones and introduce more character-driven content.