THE Immerse K-12
AR/VR, IoT and Mobile Technologies for the Untethered Educator 4/12/2018

Spotlight


  • virtual sculpting
    VR Lab!

    When Tampa Preparatory School launched decided to turn a closet into a virtual reality lab, they had no idea how far their students would run with the tools....

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  • IoT Has Arrived (Just Not in the Way You Expected)

    Forget about sensors everywhere. The Internet of Things is really about networked devices making our lives easier.

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  • PBL with a Purpose

    Using project-based learning in support of clear curriculum goals leads to deeper learning and engagement for these school systems.

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  • Why Game-Based Learning Works for This Math Teacher

    When Giulia Bini introduced the use of a video game in her high school calculus class, she saw a 100 percent pass rate on testing about limits compared to 80 percent in the previous year; plus, grades rose by 10 percent. The game she used, Variant: Limits by Triseum, places players on an imaginary planet. To rescue the planet from "imminent doom," they help "Equa," the main character, solve a series of increasingly tough calculus problems.

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News


  • Report: Even the Mere Presence of a Smartphone Makes You Dumber

    A joint research project at several universities found that the "persistent presence" of smartphones comes at a "cognitive cost." Researchers in the schools of management at the University of Texas at Austin and the University of California, San Diego as well as the Department of Social and Decision Sciences at Carnegie Mellon ran two experiments to attempt to measure how well people finish tasks when their smartphones are nearby — even if the phones aren't in use.

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  • AI Helps Figure Out Where Students Go Wrong on Math Problems

    Researchers at Cornell University are working on software that will help math teachers understand what their students were thinking that led them to finding incorrect answers.

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  • 3 Ways to Help Students Build Empathy Using Technology

    Can your students build empathy skills even while using technology? Yes! In fact, exercises that help students build empathy in digital spaces are a crucial part of positive social and emotional learning.

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  • Report Explores Potential of Wearables, AR and VR in Education

    A new whitepaper from personalized learning nonprofit KnowledgeWorks explores how wearables, augmented reality and virtual reality could play out in education. Vignettes drill into how educators could use these technologies in and out of the classroom to add "digital depth" to physical reality to increase student engagement, enhance the personalization of learning, help people understand others' experiences and perspectives, generate greater levels of self-awareness and foster critical thinking.

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  • 16 Schools Receive Active Learning Classroom Grant

    This summer, 16 institutions across K-12 and higher education will receive furniture, design, installation and on-site training for a new active learning classroom, thanks to Steelcase Education's fourth annual Active Learning Center Grant. Valued at about $67,000 per classroom, the grant "supports active learning strategies in classrooms where teachers are already striving to implement related practices by installing a learning space with furniture designed to encourage student engagement and success," according to a news announcement.

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  • Adobe Releases Spark Free for Education

    Adobe has made its digital storytelling tool, Spark, free for schools, colleges and universities. The free edition includes premium features and previously ran $120 per year for a subscription.

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  • Forecast: AR and VR Headset Sales to Return to Strong Growth Following Lackluster 2017

    Augmented and virtual reality headsets will see a compound annual growth rate of 52.5 percent through 2022 despite a lackluster year in 2017, according to a new forecast from International Data Corp. In 2017 the market saw a decline, largely because of reduced shipments of screenless V.R. viewers, which in turn was a result of vendors ceasing to bundle the viewers with smartphones. Following last year's poor showing, however, I.D.C. predicts strong growth this year, with shipments surging to 12.4 million units on a 48.5 percent C.A.G.R.

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  • Vermont Students Model State History with 3D Printers

    Students in Vermont recently took part in 3D Vermont, a competition that asks students to use 3D printers and other technology to bring their state's history to life.

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  • zSpace, Autodesk Make Tinkercad Designs Immersive

    zSpace and Autodesk have teamed up to let students explore 3D objects in an immersive VR environment.

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  • Wearables to Ship 133 Million Units This Year

    Wearable devices will see 15.9 percent growth this year on their way to selling 132.9 million units, according to a new forecast from International Data Corp. Throughout the forecast, the market will see a compound annual growth rate of 13.4 percent, reaching 219.4 million shipments in 2022.

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Professional Resources