AR/VR, IoT and Mobile Technologies for the Untethered Educator 3/20/2018


  • Serving Students with AR and VR

    Oral Roberts University built a Global Learning Center that combines anytime, anywhere access to information, course materials and streaming media with a deep dive into augmented and virtual reality.

  • Calculus Game Born out of Texas A&M Lab Boosts Student Outcomes

    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.

  • Report Explores Education Potential for Wearables, AR and VR

    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.

  • Microsoft Co-Founder Invests in Pursuit for AI Common Sense

    Paul Allen has committed $125 million over three years to support the Allen Institute for Artificial Intelligence and to launch "Project Alexandria," a new research initiative to explore "common sense artificial intelligence." Allen is, of course, the co-founder of Microsoft and a philanthropist known most recently for investing in efforts to discover the underwater wreckage of American naval ships sunk during WWII.



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