Best experience with VR goggles: Google Cardbox, HTC Vive etc. (please ask for more info if needed). If you have goggles, choose “VR Mode” (1), if viewing on your computing device (desktop, laptop, smart phone, tablet) and/or don’t have goggles, choose “Panorama Mode” (2)
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If you would like to brainstorm ideas to apply Virtual Reality, Augmented Reality and/or 360 video in your courses, please let us know…
In 2013, Apple bought PrimeSense, which developed motion-sensing technology in Microsoft Corp.’s Kinect gaming system. Purchases of software startups in the field, Metaio Inc. and Flyby Media Inc., followed in 2015 and 2016.
“AR can be really great, and we have been and continue to invest a lot in this,” Cook said in a July 26 conference call with analysts. “We are high on AR for the long run. We think there are great things for customers and a great commercial opportunity.”
EdSim Challenge, the competition is aimed squarely at developing students’ career and technical skills — it’s funded through the Carl D. Perkins Career and Technical Education Act of 2006 — and calls on developers and ed tech organizations to develop concepts for “computer-generated virtual and augmented reality educational experiences that combine existing and future technologies with skill-building content and assessment. Collaboration is encouraged among the developer community to make aspects of simulations available through open source licenses and low-cost shareable components. ED is most interested in simulations that pair the engagement of commercial games with educational content that transfers academic, technical, and employability skills.”
all five finalists prizes of $50,000 to help them further develop their concepts. Finalists will also receive access to expert mentors to help with the process, along with gear and development tools, including Samsung Galaxy S7 Edge, Galaxy Tab S2 9.7″, Gear S3 watch and Gear VR headset, as well as an Oculus Mobile software developer kit. ED noted that other prizes may also be added later.
The International Journal of Mobile and Blended Learning (IJMBL) provides a forum for researchers in this field to share their knowledge and experience of combining e-learning and m-learning with other educational resources. Providing researchers, practitioners, and academicians with insight into a wide range of topics such as knowledge sharing, mobile games for learning, collaborative learning, and e-learning, this journal contains useful articles for those seeking to learn, analyze, improve, and apply technologies in mobile and blended learning. The journal spans theoretical, technical, and pedagogical issues in mobile and blended learning. These embrace comprehensive or critical reviews of the current literature, relevant technologies and applications, and important contextual issues such as privacy, security, adaptivity, and resource constraints.
Topics Covered
Comprehensive or critical reviews of the current literature
Evaluation of mobile or blended learning in practice
Future of mobile or blended learning
Knowledge Sharing
Learner interaction/collaborative learning
Mobile games for learning
Mobile or blended learning applications
Mobile or blended learning applied at different levels of education from pre-school to tertiary and beyond
Pedagogical and/or philosophical underpinnings of mobile or blended learning
Privacy and security issues
Related research in learning, including e-learning and pedagogical approaches
Resource constraints in the delivery of mobile or blended learning
Reviews of the application of mobile or blended learning in multiple contexts
Role of Wikis, blogs, podcasts, messaging, other online tools, and Web 2.0 components in learning delivery
Roles of mobile, pervasive, and immersive technologies in education
Technologies that directly or indirectly support mobile or blended learning systems (devices, networks, tools etc.)
Theoretical approaches to mobile or blended learning solutions
Use of mobile or blended learning in professional environments
Mission
The primary mission of the International Journal of Mobile and Blended Learning (IJMBL) is to provide comprehensive coverage and understanding of the role of innovative learning theory and practice in an increasingly mobile and pervasive technological environment. As technology enables a more seamless experience of device supported learning worlds that may integrate mobile, embedded, augmented, and immersive technologies, we may expect to see increasing interest and activity in blended approaches to learning. IJMBL brings together researchers at the forefront of this field, in both technology and pedagogical practice and assists them in the development and dissemination of new approaches to both mobile and blended learning.