Fifty-six percent of respondents told researchers the number of students classified as special education was appropriate, and only 21 percent said somewhat fewer students should be classified within their system. Seventeen percent said somewhat more students should receive classification.
European Schoolnet, a network of 31 European Ministries of Education based in Belgium, is working with gaming company Triseum on the research effort. Over the 2017-2018 school year, teachers and students will utilize the company’s ARTé: Mecenas and Variant: Limits games during class to understand core calculus concepts.
2.1 million augmented reality (AR) and virtual reality headsets shipped in the second quarter of 2017, a 25.5 percent increase compared to the same period of 2016, according to a new report from International Data Corp. (IDC).
"The transition towards more intelligent and feature-filled wearables is in full swing," said Jitesh Ubrani senior research analyst for IDC Mobile Device Trackers.
Only a third of respondents (33 percent), for example, report that more than half of their teaching and learning tools are linked with their student information systems. That represents a lot of data that won't ever find its way into the SIS.
- By Dian Schaffhauser
Video projection, however, is forecast to continue a dive dating back to 2014. In that year, projection accounted for more than 15 percent of the pro-AV market. By 2022, it will make up only 3 percent of the total market.
The Learning Outcomes Modules framework from BrightByte is built on research, helping administrators to evaluate tech on the basis of impact, engagement and investment.
Fifty-nine percent of IT and network managers in a recent survey look to the cloud to support e-mail at their institution, and 41 percent for data file storage.
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 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.