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.
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
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.
A virtual reality artist-in-residence at Brown University and 14 undergraduate students are working on an independent study project designed to bring the Gaspee Affair to virtual reality and education.
The Putnam 16 Charging Station can simultaneously store and charge up to 16 iPad devices, with 16 MFI certified lightning cables and 2.4 amp charging at each port.
These are attractive targets because 3D-printed objects and parts are used in critical infrastructures around the world, such as healthcare, transportation, robotics, aviation and space, according to new research from the Rutgers University-New Brunswick and the Georgia Institute of Technology who have found three way to detect cyberattacks on 3D printers.
Through the 1Million Project, Sprint is providing 180,000 high school students who live in low-income households with free and connected smartphones, tablets or hotspot devices. By the final year, the wants to help connect 1 million students.
Magnolia Independent School District has selected an enterprise resource planning (ERP) solution that centralizes finance, human resources and student information.
When wearers look straight ahead, the view is clear; they see what's in front of them. With a turn to the left, wearers view a video screen allowing them to communicate with and view a remote person. With a turn to the right, users see "data" screens, displaying instruction.
- By Dian Schaffhauser
East Grand School in Danforth, ME has received a $10,000 grant to integrate virtual reality (VR) into history, biology and other curricula.
This year the United States will lead spending in the category at $3.2 billion, followed by Asia/Pacific excluding Japan (APeJ) at $3 billion and Western Europe at $2 billion.