One rural district opened the world to their students using augmented and virtual reality elements to enrich core subjects and prepare them for the future.
Today at the Future of Education Technology Conference (FETC), zSpace Inc. and MEL Science announced a partnership to bring MEL Science’s curriculum-based chemistry courses to zSpace’s augmented and virtual education platform.
This list contains a variety of trends that did not meet expectations but also did not completely flop.
Augmented Reality technology is cheaper than Virtual Reality gear, and it offers plenty of educational possibilities.
“This is a fantastic opportunity to bring our technology and approach to the most trusted and respected brand in education,” said Phil Birchinall, Managing Director at Inspyro.
Students can view a collection of 41 artifacts thematically organized: Early Civilisations, Human Body, Faith, Encounters, and Progress and Modernity.
Teachers can boost their math and literacy blocks with zoo-themed lessons and activities aligned to kindergarten state standards.
“ClassVR addresses this challenge by providing teachers with easy-to-use, affordable AR/VR kits that come with everything needed to get started," said Erez Pikar, CEO of CDI.
Lifeliqe, pronounced "Lifelike," is a learning and productivity platform using over 1,100 interactive 3D models, incorporating elements of augmented reality (AR) and virtual reality (VR).
Teachers create and assign lessons to classes, and kids use the app to create scenes using the object library or uploads from Thingiverse.
The challenge for fields focused on learning and training is to leverage these technologies to achieve meaningful objectives.
Alive Studios, a provider of augmented reality-based literacy tools for early learners, has introduced Rugs alive, a classroom rug that brings wild animals to life in the classroom.
The online educational publisher Twinkl has created a multiplayer augmented reality game that teaches Science, Technology, Engineering and Math.