For augmented reality to succeed in education, there's more required than just cool experiences.
Ready4, a company that offers free mobile apps that prepare students for college entrance exams, has partnered with MIT, Georgetown, UNC, Boston College, Monash University and more than 30 other universities worldwide to help them engage and recruit prospective students worldwide.
As online learning continues to evolve, technologies like gamification and simulation are poised to advance student engagement and success.
The International Society for Technology in Education (ISTE) today released the program for the annual ISTE Conference & Expo in San Antonio, TX, June 25-28.
Despite all the headlines and conference coverage of virtual reality (VR) for education over the last year, the technology is still gaining speed — residing at that sweet spot in the hype cycle where, when you place headsets on people and gently guide them to turn around to gain a full view, they tend to gasp and say, "Oh, wow."
A new spending analysis from International Data Corp (IDC) predicts worldwide revenues will double this year — from $6.1 billion in 2016 to 13.9 billion in 2017. Furthermore, AR/VR spending is expected to accelerate over the next several years, achieving a CAGR of 198 percent over the 2015-2020 forecast period and reaching $143.3 billion in 2020.
A recent study found that students who comment more on massive open online courses (MOOCs) are more likely to complete the course than those who do not comment.
In an effort to expand affordable transportation options for students and faculty, Texas A&M University teamed up with Zagster to launch a bike-share program on campus.
The annual Digital Learning Day, started in 2012, gives educators an opportunity to collaborate with peers, share ideas, try out new digital tools, celebrate education innovation and play a role in the transformation of their own schools and communities. Digital Learning Day 2017 is Thursday, Feb. 23.
Students at two geographically distant universities create and examine augmented reality artifacts in a project-based learning collaboration.