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.


ISTE Says Watch Out for Coding, Immersive Tech This School Year

The international association of teachers, administrators, ed tech specialists and other education stakeholders offers its top five predications for the 2017-2018 school year.

Kahoot! Debuts Studio of Curriculum-Aligned Games for K–12

Initially, the Kahoot! Studio will include a math collection that aligns to Common Core standards in algebra, fractions and geometry, which teachers can edit if needed to match specific standards or needs.

Report: Smartphones to See Slow, Steady Growth through 2021

iOS shipments will total 218.7 million units this year, according to IDC. That's good enough for a share of 14.6 percent and growth over last year of 1.5 percent, "a considerable improvement from the 7 percent decline in iPhone shipments in 2016."

Underwater 360 Degree Camera from Boxfish Shoots 5K Video

The Boxfish 360 can continuously record 5K-UDH video or time-lapse photos for up to three hours, helping take away some of the time-pressure associated with filming underwater.

Trends: STEM Game-based Learning to See Surge in Immersive Tech

The growing importance of STEM education is one of the major growth drivers for the K–12 game-based learning market, according to research from Technavio.

Personal Computing Devices to Decline Through 2021

Global shipments of personal computing devices are expected to decline slightly through 2021, at a five-year compound annual growth rate of -1.7 percent, according to the latest prediction from International Data Corp.

Dept. of Defense Youth STEM Program to Explore Next-Generation Technologies

Now in its 15th year since its nationwide expansion in 2002, DoD STARBASE will introduce augmented reality (AR) and Internet of Things (IoT) concepts into its curriculum. Program participants will soon be able to use ThingWorx Studio, a solution that transforms IoT applications into immersive AR experiences.

Triseum Opens Online Store of Education Gaming Experiences

For the online store launch, the company has released new versions of its calculus and art history games.

1-to-1 Computers Demand 1-to-1 Curriculum: Good Luck Finding Any

Where is the curriculum — the daily lessons — that specifically exploit 1-to-1? K-12 simply must move beyond using computing devices as nice-to-have, supplements to paper-and-pencil curriculum. In this week’s blog post we explore the fundamental challenge of making 1-to-1 an effective resource.

VR, AR, 3D Printing and Data Analytics Overtake Visual Tech Market in Education

The latest industry report from Technavio predicts the visual tech market in education will grow 33 percent through the forecast period 2017-2021, with VR, AR, 3D printing and visual data analytics as the top four product segments.

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