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.
The international association of teachers, administrators, ed tech specialists and other education stakeholders offers its top five predications for the 2017-2018 school year.
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.
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."
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.
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.
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.
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.
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.
For the online store launch, the company has released new versions of its calculus and art history games.
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.
- By Cathie Norris, Elliot Soloway