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.
Virtual reality and robotics will become widely adopted in education in the next two to three years, and wearable devices are expected to become mainstream in the education space over the next four to five years, according to a recent report published by the New Media Consortium and the Consortium for School Networking.
The private community engagement network for p–K-12 family engagement has gained hundreds of thousands of new users and expanded its leadership team through its recent acquisition of Class Messenger.
Facebook is donating 500 virtual reality kits to Arkansas schools under a first-of-its-kind partnership between the social media company and the state, according to the Associated Press.
Lenovo is showcasing the prototype for its own self-contained VR headset this week at the annual International Consumer Electronics Show (CES) in Las Vegas.
Consumer smartphone sales will rebound this year after hitting a three-year low in 2016, according to a new survey from Accenture.
A new forecast from International Data Corp. estimates that the total worldwide spending on the Internet of Things will reach $1.29 trillion by 2020.
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.