THE Immerse K-12
AR/VR, IoT and Mobile Technologies for the Untethered Educator 6/14/2018

Spotlight


  • Mobile Devices See Upswing in K–12

    Competition for the under-$300 market in the U.S. is heating up, with Microsoft and Apple focusing more on lower-cost devices in an effort to compete with Google's Chromebooks.

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  • People with More Education Have a More Positive View of the Internet

    Among those who view the internet as a "bad" thing for society, the most common issue that stood out (cited by 25 percent) was how it isolates people or pushes them to spend too much time on devices. Sixteen percent talked about the spread of fake news; 14 percent were concerned about its impact on children; and 13 percent suggested that it "encourages illegal activity."

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News


  • Competition Calls for AI-Created Minecraft Settlements

    A competition hosted by the NYU Tandon School of Engineering is challenging humans to create algorithms for producing adaptive settlements in Minecraft. (These are the villages and cities and other environments that players create at will in the online game.) The competition addresses a fairly new area of inquiry for machine learning in games: how to develop algorithms that can design rather than play.

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  • Minecraft EDU Takes Coding, STEAM Lessons Underwater

    A new update for Minecraft: Education Edition, called Update Aquatic, is adding underwater science to the educational version of the popular world-building game.

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  • VR Interface Lets Students Explore Civil Engineering

    An open immersive virtual reality interface for pre-university and first-year students allows them to explore engineering disciplines, such as structural or hydraulics, as part of engaging their interest in STEM careers.

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  • How to Use Games to Juice up Science Lessons

    The use of gaming for student-centered learning eliminates constraints, increases engagement, boosts collaboration and empowers students to find answers through deep and rich experiences.

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  • Digital Shift in Education Escalating Rapidly

    Currently, 29 states have defined instructional materials to include digital versions; 30 allow the implementation; and six have required the use of digital curriculum.

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  • Report: Smartphones Swing Up Following Recent Decline

    Worldwide shipments of smartphones grew 1.3 percent, year over year, in the first quarter of 2018 following a decline in sales the previous quarter, according to a new report from Gartner.

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  • Sensory Room Provides Focus for Autistic Students

    The room features a swing structure with multiple swings, a touch wall for tactile input, a squishy corner, multiple sensory bins, light-up bubble tubes and an outdoor garden area.

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  • Sony Intros 10-Inch Digital Paper Model

    Sony today introduced a 10-inch version of its Digital Paper device. The new model is "notebook-sized," compared to the original 13-inch "letter-sized" model.

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  • 8 Awesome Earth Science Apps, Websites and Games

    The best Earth science lessons help kids build a greater understanding of the world around them.

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  • Gen Z Prefers an App over an Actual Flashlight

    Technologies such as typewriters, analog cameras and cassette tape players are fading from human awareness. A new report from YouGov, a consumer data firm, examined generational differences regarding technology and found that most Gen Zers — those born in this millennium — wouldn't know how to use a fax machine, rotary phone, floppy disk or beeper. For example, just 17 percent of young people said they were comfortable using a rotary phone; 15 percent said the same about fax machines; and just 7 percent said so about pagers.

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