Griffith researchers built and tested a digital archaeology framework to learn more about the ancient humans who created one ...
GFP graduate Katie Mauro '23 (right) of Brookfield, Connecticut, was published on Edutopia's website. In "Lessons From Antarctica: Bringing Virtual Reality Into Environmental Education" Mauro shares ...
Between the ages of 6 and 9, children begin shifting from being self-centered to noticing the emotions and perspectives of others. This makes early childhood one of the most important periods for ...
HOBOKEN, N.J., June 5, 2025 /PRNewswire/ -- New data from Pearson (FTSE:PSON.L), the world's lifelong learning company, reveals that college students are using AI study tools embedded in their course ...
A recent report from Strategic Market Research said that the Augmented and Virtual Reality (AR/VR) in Education market is projected to experience substantial growth from USD 2.4 billion in 2024 to USD ...
As virtual reality technology continues to develop, more colleges and universities are integrating it into the student experience inside and outside of the classroom. A recent survey of chief ...
While K-12 schools have been slow to adopt augmented and virtual reality tools at scale, some ed-tech researchers and experts believe such tools might still play a key role in supporting social and ...