The international association of teachers, administrators, ed tech specialists and other education stakeholders offers its top five predications for the 2017-2018 school year.
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.
Google on Tuesday unveiled a new developer platform for augmented reality (AR) apps called ARCore.
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.
The latest industry report from Technavio predicts the visual tech market in education will grow 33 percent through the forecast period 2017-2021, with VR, AR, 3D printing and visual data analytics as the top four product segments.
A virtual reality artist-in-residence at Brown University and 14 undergraduate students are working on an independent study project designed to bring the Gaspee Affair to virtual reality and education.
When wearers look straight ahead, the view is clear; they see what's in front of them. With a turn to the left, wearers view a video screen allowing them to communicate with and view a remote person. With a turn to the right, users see "data" screens, displaying instruction.
This year the United States will lead spending in the category at $3.2 billion, followed by Asia/Pacific excluding Japan (APeJ) at $3 billion and Western Europe at $2 billion.
East Grand School in Danforth, ME has received a $10,000 grant to integrate virtual reality (VR) into history, biology and other curricula.
Microsoft finally introduced two mixed reality (MR) branded headsets (in developer editions) this week in the Microsoft Store.