This post is hosted on the Huffington Post's Contributor platform. Contributors control their own work and post freely to our site. If you need to flag this entry as abusive, send us an email. Today's adult education programs can only reach about five percent of the 36 million adults who read at or below a third grade reading level.
Government endorsed cyber education programs are on the rise, heralding a new era for Virtual Reality in education. Israel just announced it will launch a national center for cyber education together with the security and academic establishments over the next five years to maintain the level of excellence among existing cyber educational and training programs and to increase the quantity and quality of teaching personnel in the field.
Prime Minister Binyamin Netanyahu on Tuesday 4 Shevat, met with outstanding students from Israeli high school cyber programs. During his visit, the Prime Minister told students, "We have a national interest in the cyber sphere. It is a field that is creating opportunities on one hand and problems on the other.
Since this year's CES, many in the tech community were talking about how VR needs its killer app... a reason for its existence, or it will disappear. As Ian Bell, CEO of Digital Trends said in a recent DigiDay article, "We see technologies that are always on the precipice, but if they don't hurry and add intrinsic value, the consumer is going to move on.
Virtual reality is one of the most immersive forms of media available. Even now, at an early stage of its lifecycle, its ability to deeply emerge people in a virtual world has garnered the attention of tech enthusiasts, gamers, teachers, parents and kids all over the world.
Bayview Labs, Seraph Group and MIT Game Lab are creating Play Labs to accelerate startups in augmented reality, virtual reality, and artificial intelligence. The accelerator is targeted at students and alumni of the Massachusetts Institute of Technology. The accelerator will offer funding, facilities and mentorship resources for selected startups.
Education technology, or EdTech as it is popularly called, uses technological advancements for completely new forms of learning. With students already accessing course materials and doing homework, getting it peer-reviewed and assessing their learnings with the use of technology, the traditional
Academics and researchers will gather at Harvard Friday to explore how virtual and augmented reality will be used for education. About 10 researchers will present research papers that will be compiled into a book "Virtual, Augmented, and Mixed Realities in Education" that will launch in the summer.
The year 2016 proved to be the best to lay a firm foundation both for the manufacturers and users of VR Technology. The year 2015 went on with the experimental processes coupled with many doubts about how the users will take it.
Imagine the following scenario: A fifth-grade science class has just begun and the teacher makes a surprise announcement - today the students will be dissecting a frog. I'm sure you remember dissecting a frog as a kid - the sour-pickle odor of formaldehyde, the sharp scalpels slicing into rubbery skin.
Commentators had for years been threatening and falsely heralding the year of the "social media election". And then in 2016 it arrived, messier and uglier than anyone would have expected.
If you haven't heard about virtual reality and augmented reality by now, your desert island must not have wi-fi. But there are millions of folks who know about VR/AR, but haven't seen it yet. User trial is on the critical path for VR/AR to go mass market.
VR technology has had a big year in 2016, mainly because a number of high profile device were launched, and not all at once, but steadily throughout the year. This has proven to be the most influential year for virtual reality yet and the likes of the Oculus Rift, the HTC Vive, the PlayStation VR, and Google's recently launched Daydream View are to thank for it.
For the past several decades, I have had my feet in both elementary education and teacher training and development. Regardless of age, grade level, and setting, I include hands-on and experiential learning as a integral part of my instruction. It is learning by doing with a reflective element which, in turn, creates conditions for deeply engaged learning.
Think virtual reality is only for gaming and, um, "adult entertainment"? Think again. Groundbreaking technologies - and groundbreaking companies - often seem to come out of nowhere. We often have no sense of what the next big thing will be until the next big thing is already upon us.
Dan Cook, the founder of EyeMynd BrainwaveVR, is the kind of person you have a conversation with that meanders beyond technology and eventually encompasses... the meaning of life, what it means to be mortal and the nature of humanity.
In a classroom filled with first-year students inside Ryerson University's Architectural Science building, Semeen Mahbub is spinning around in a swivel chair, peering through a compact pair of virtual reality glasses attached to her smartphone. As professor Vincent Hui looks on, the 17-year-old student checks out her design for an information kiosk at Ryerson.
Higher education leaders likely remember a time when the prominent technology that was highlighted on campuses included computer labs, payphones, emergency poles, typewriters, electronic library systems, and perhaps a baseline learning management system. While many of these technologies have gone by the wayside, several remain and have evolved and retained relevancy with students.
The aim of this research project was to analyse learning using Augmented Reality (AR) technology and the motivational and cognitive aspects related to it in an informal learning context. The 146 participants were 12-year ...