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.
Two Cornell University graduates have introduced a data collection platform specifically for special education teachers working with students who have autism.
- By Dian Schaffhauser
CatchOn delivers real-time data on which apps are being used, how often and where to help keep track of technology investments.
Now, the wireless solutions company is working with all four major 4G LTE wireless network carriers to expand student access to affordable WiFi.
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.