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 new FuelEd Summit curriculum features interactive content, adaptive technology for differentiated instruction, and robust tools and analytics.
Worldwide smartphone shipments are expected to rebound with single-digit growth, according to technology research firm International Data Corporation. Android devices will comprise a majority share of the smartphone market, followed by Apple and Microsoft in third place, with smartphone shipments forecast to reach 1.53 billion units in 2017.
The virtual schools market in North America is expected to grow at a compound annual growth rate of almost 13 percent from 2017 to 2021, according to a new report by market research firm Technavio.
For augmented reality to succeed in education, there's more required than just cool experiences.
- By Dian Schaffhauser
Google's Chromebooks gained a majority share of the K–12 mobile device market in the last year, pushing back Apple's iPad even further, while Microsoft Windows devices held steady in second place. Overall, the K–12 mobile device market saw double-digit growth in device shipments.
The latest version of ExamView has been completely redesigned, offering brand-new online testing capabilities, expanded learning management system integrations, comprehensive clicker support and more features.
The International Society for Technology in Education (ISTE) today released the program for the annual ISTE Conference & Expo in San Antonio, TX, June 25-28.
A new spending analysis from International Data Corp (IDC) predicts worldwide revenues will double this year — from $6.1 billion in 2016 to 13.9 billion in 2017. Furthermore, AR/VR spending is expected to accelerate over the next several years, achieving a CAGR of 198 percent over the 2015-2020 forecast period and reaching $143.3 billion in 2020.
Despite all the headlines and conference coverage of virtual reality (VR) for education over the last year, the technology is still gaining speed — residing at that sweet spot in the hype cycle where, when you place headsets on people and gently guide them to turn around to gain a full view, they tend to gasp and say, "Oh, wow."
- By Dian Schaffhauser
Sharing computing devices, the hallmark of One-to-One 1.0, rules the K–12 landscape. While the technology industry is on the verge of producing powerful computing devices for the price of a pair of gym shoes, getting all the way to 1-to-1 3.0 in is going to require more than just ready-access to computing devices. In this week’s blog post, then, we lay out the 13 conditions for 1-to-1 3.0.
- By Cathie Norris, Elliot Soloway