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News Article | May 11, 2017
Site: www.techrepublic.com

With the recent departure of Acer's CEO, JT Wang, the good fortune of OEMs appears to be ending, as Microsoft is now encroaching on their territory with their own devices like the Surface and Surface Pro. Despite the Surface receiving a lukewarm reception and being a $900 million write-down for Microsoft, the state of the PC market has shifted significantly from where it was before the launch of Windows 8. For this and other reasons, Microsoft's CEO, Steve Ballmer, has abruptly announced his intention to leave when a successor has been named. While it appears that the root of these problems is Microsoft, there is plenty of blame to go around for the present state of things. If one was to hasten to pick any one decision that ultimately resulted in Acer's fate being sealed, it would be the 2011 exit of CEO Gianfranco Lanci. Under Lanci's leadership, Acer's valuation doubled from $10 billion to $20 billion. In addition, Acer's global market share increased substantially and led to the purchase of Gateway Inc. (and by extension, budget manufacturer eMachines) in 2007, to increase their presence in the United States. Packard Bell, which had a thriving European operation, despite shuttering U.S. operations in 1999, was purchased by Acer in 2008 for the same reason. Lanci's departure was a result of his desire to reform Acer to widen their focus to mobile phone and tablet products. This strategy was presumably to counter HP, who had then recently acquired Palm and was preparing the release of the HP Pre 3 smartphone and TouchPad. Other PC vendors, such as Lenovo and Sony (then Sony Ericsson), were also preparing Android phones and tablets at the time. Ultimately, expanding these operations required more engineers and global talent to be hired for product design and engineering. The interests controlling Acer feared this was a "de-Taiwanization" of the company, which led to end of Lanci's tenure at the firm. Somewhat reflexively, Lanci's successor, JT Wang, declared in August of 2011 that "tablet PC fever is starting to cool down." Under Wang's leadership, Acer ceased production of netbooks at the end of 2012, in favor of similarly-functioned Chromebooks sans the Microsoft licensing fee. Acer has increased their tablet offerings, spanning both Windows and Android products, but sits at 2.5% market share as of Q3 2013. With the release of the iPad Air, Samsung Note 10.1 (2014), Kindle Fire HDX, and possible refresh of Google's Nexus 10 in time for the holiday season, Acer's market share in tablets is expected to decline. For Q3 2013, Acer's PC market share was 9.8%, which is a 22.8% decline from Q3 2012, according to Gartner. Acer isn't the only one suffering, because PC sales have declined over the last six consecutive quarters. The problem of shrinking sales is an industry-wide problem, the root cause of which may be Microsoft. With the exception of Microsoft's range of input devices, such as the Natural Keyboard and SideWinder joystick, Microsoft's attempts at producing hardware have been lackluster, fraught with quality control issues, and generally poorly received. The Xbox 360 had failure rates estimated at 33%, with issues surrounding bad heat dissipation to the improper use of lead-free solder unsuited to the temperatures the device reaches. The Microsoft KIN smartphone was discontinued after 48 days for simply being unwanted. The Zune, Microsoft's answer to the iPod, was not quite a failure as much as it was a bumpy transition; it was incapable of playing music wrapped in Microsoft's own PlaysForSure DRM scheme. Given these less-than-stellar results from previous hardware ventures, the announcement of the Surface came as something of a shock to the industry at large. Microsoft and OEMs have heretofore subsisted on a mutual partnership, one that Microsoft seems to be abandoning. They have doubled down with the release of the Surface 2 and Surface Pro 2 but have been struggling to unload their first-generation tablets on consumers. Over the summer, Microsoft was giving away Surface tablets to attendees of the ISTE conference and announced education-exclusive pricing of $199 for the 32 GB Surface RT. This Black Friday, Best Buy will offer the 32 GB Surface RT for $200. Aside from Microsoft's foray into hardware, the case can be made that the problem is that consumers do not want Windows 8. Recall the aforementioned Gartner survey, which indicates that Q3 2013 is the sixth consecutive quarter of worldwide PC shipments. Windows 8 hit RTM on August 1, 2012, with general availability on October 26, 2012. The first full quarter after general availability, Q1 2013, was met with a 14% drop in sales compared to Q1 2012, according to IDG. The interface changes that accompany Windows 8.1 are not a substantive improvement. Windows 7 reached general availability on October 22, 2009. According to NetMarketShare, the market share for Windows 7 in Q4 2010 — approximately a year from release — was 20.27%. At present, we are slightly over a year from the release of Windows 8, and the combined market share of Windows 8 and 8.1 this month is 9.25%. Windows XP, which faces the end of extended support in April 2014, remains at 31.24%. Windows 8 is not a successful product by any meaningful metric, and perhaps the toughest challenge any company can face is when their biggest competitor is their own back catalogue. Acer's misfortunes are a symptom of an industry-wide ailment, for which there is no immediate hope of a correction. The only vague prospect of salvation is the eventual naming of Steve Ballmer's replacement as CEO of Microsoft. Who do you think would be best suited to run Acer or Microsoft, and how would you change the present state of things at those firms? Let us know in the comments section below.


News Article | May 10, 2017
Site: www.prnewswire.com

SAFARI Montage LOR users will now have Single Sign-On access to Schoology from their dashboard along with the ability to easily add SAFARI Montage learning objects, segments, playlists or lessons to Schoology courses. The integration will also enable co-customers to launch a federated search of the SAFARI Montage LOR directly from within the Schoology interface and embed LOR resources directly within a Schoology course. The partnership was implemented using industry-wide interoperability standards. Both Schoology and SAFARI Montage support and promote IMS Global LTI and OneRoster standards. Support for standards is critical to districts that expect all of their learning tools to work together. "The reality of education today is that teachers are busy and require simple ways to build curriculum, combined with a structured, managed way to deploy assignments to students. Schoology and SAFARI Montage mutual clients can leverage integration to pull together resources from multiple sources and better engage students with the best possible content," said Ryan Hwang, VP of Product from Schoology. "The partnership between Schoology and SAFARI Montage will be a valuable asset to our mutual school district clients that want to advance their personalized learning and competency based education programs." To promote the partnership, Schoology and SAFARI Montage will run demonstrations of the SAFARI Montage LOR in Schoology in both of their respective booths at the upcoming ISTE event in San Antonio on June 26-28. SAFARI Montage's Dr. Tim Clark will also be presenting the new integration at Schoology NEXT, the Schoology user conference to be held in Chicago on July 23-26. For more information on the integration and the partnership between Schoology and SAFARI Montage, please visit www.schoology.com/safari-montage. SAFARI Montage provides K–12 districts with an integrated Learning Object Repository to manage individual digital resources, Video Streaming Library, and IPTV & Live Media Streaming, designed to handle video efficiently. The platform is IMS certified and interoperable with and is the foundation for all major Learning Management Systems. The full suite of integrated modules provides a single interface for users to access and manage all digital, visual resources from within the school district network or from home. SAFARI Montage servers come preloaded with educational video titles tied to the curriculum from the industry's leading video publishers, which include Schlessinger Media, PBS,The History Channel, National Geographic, Scholastic, Disney Education, BBC and more. In addition, school districts can easily upload and manage their own digital content, and disseminate it to all users throughout the school or district. Schoology is putting collaboration at the heart of the learning experience with an easy-to-use learning management system (LMS) that connects the people, content and systems that fuel education. Millions of students, faculty and administrators from over 60,000 K-12 schools and higher education institutions worldwide use Schoology to advance what is possible in education. Find us at www.schoology.com, follow us on Twitter, or join us on Facebook. To view the original version on PR Newswire, visit:http://www.prnewswire.com/news-releases/safari-montage-and-schoology-partner-to-simplify-digital-learning-300454700.html


News Article | May 23, 2017
Site: www.prweb.com

Technology Education is a class many of us remember taking in high school. For most adults, it included building a bridge out of toothpicks or shooting off CO2 rockets; these days kids are designing and printing their own 3D models on 3D printers- and it doesn’t stop there. They’re training on robotics, laser engravers, large format printers… and the list goes on. STEAM (science, technology, engineering, art, and math) Education has grown into a standard practice in middle and high schools across the country, and now the reach is extending into elementary. “Engaging in STEAM at a younger age, will lead to more of these students staying engaged with STEAM classes,” says Jesse Roitenberg, National Education Manager at Stratasys, a leader in 3D printing products. He goes on to explain, when students have access to this technology their engagement goes way up. They want to put more time and effort into their designs and in turn they’re paying more attention to the lesson being taught. Roitenberg says, “Even at a young age, touching and seeing your design is very impactful to learning about design and design thinking.” So why is this important? According the U.S. Department of Education, jobs related to STEAM are expected to grow 16-62% by the year 2020, with all other occupations only growing 14%. It seems now more than ever is the time to engage our students early and often. Groveland Elementary in Minnetonka, Minnesota, is one school in the infancy stage of STEAM technology in the classroom. Teacher Colleen Small says she could feel the excitement from her students when they were able to create and print their own work, “It was the first time ever that I had students bringing their parents in after school to look at their project.” Small says she uses a number of robots, iPads, and their Stratasys Mojo 3D Printer, along with the free program Tinkercad in her classroom. She says students can use the program to create something that teaches them to use all facets of STEAM while also meeting ISTE (International Society for Technology in Education) standards. 3D printers aren’t the only products recommended for young learners. According to Universal Lasers, laser printing allows students to practice problem-solving, critical thinking skills, and team building. Haldeman Homme Sales Representative and former Elementary Teacher, Larry Granec says Laser Engravers are widely used in Middle and High Schools and just beginning to filter down for elementary use. He says, “In this digital world, if you’re going to teach digital graphics, do you want to just look at it on a screen? Or do you want to actually make something you can touch and share?” Granec says these tools teach all areas of STEAM. You create the artwork (ART), you measure your design and scale it to fit (MATH), you use the TECHNOLOGY to create the tangible object, the technology uses physics, combustion, light, laser, etc. (SCIENCE), the whole process of designing, building, and using the machinery is ENGINEERING, “It’s a way of creating your own hands on learning.” It doesn’t stop there; the items created can then be used for many other areas of education. “The groups that are using the technology to the fullest extent are not only printing student designs,” Jesse Roitenberg says, “but also print models to assist teachers in teaching. 3D printed fossils for teaching Science and History, mathematical models to showcase tough to visualize concepts, and much more.” Haldeman Homme has been helping schools educate students across the nation for more than 20 years. They are a leading source for Mechatronic training labs, products, and support in the USA. For more information on the products and services offered visit http://www.hhtechproducts.com.


News Article | May 16, 2017
Site: www.prweb.com

Silicon Valley education company, zSpace, Inc., announced today that it named St. Charles Community Schools a District of Distinction for its innovation and leadership in providing students with lifelike and immersive learning experiences through the use of mixed reality in classrooms. The district is in the Village of St. Charles, Saginaw County, Michigan, is the first in the county and second in the state to implement a zSpace learning lab, a mixed reality technology that allows students to learn STEM subjects using immersive images that they can move and manipulate in applications across a wide-range of standards-aligned curriculum. The company designated St. Charles Community Schools as a District of Distinction for its desire and ability to showcase its use of zSpace mixed reality technology as a leader in STEM education and innovative use of technology for teaching and learning. As a zSpace District of Distinction, the school district and zSpace will collaborate and share best practices on cutting edge developments. zSpace delivers the ultimate learning experience to inspire curiosity and accelerate understanding. The all-in-one-computer combines elements of VR and AR to create mixed reality computing experiences that are interactive and lifelike. Each all-in-one computer features tracking eyewear and a stylus, allowing students to interact with objects and really understand the science behind them. Unlike other virtual reality solutions, such as head-mounted displays, zSpace enables interaction and group collaboration. In addition, zSpace empowers students to “learn by doing” in an environment where it is easy to undo mistakes, make changes, and not worry about material costs or clean up. “Offering 21st Century Learning is a school district and Board of Education goal, and zSpace has moved our delivery for our STEM platform to a new level” said Michael R. Decker, superintendent, St. Charles Community Schools. “It is an engagement piece for all our students to learn about STEM from hands on, project-based learning. zSpace is very interactive and today’s youth are very comfortable with the virtual reality delivery through technology outside the classroom. We are excited to bring this into the classroom and offer our students a unique method to learn about science, technology, engineering and math. It was a showcase during the visitation from Michigan State Superintendent Brian Whiston.” At St. Charles Community Schools, 10 zSpace mixed reality stations are set up as a zSpace STEM lab in a room the school has named the “Project-based Learning Lab.” Each station accommodates two to three students. One student lifts, turns or takes apart virtual objects using an interactive stylus. The other student makes observations and records data. All students wear custom 3D glasses to create a communal mixed reality experience, unlike solo virtual reality technologies such as Oculus Rift or Google Cardboard. In addition, students can watch the teacher or another student demonstrate their work on a second monitor or smart LED panel visible to the entire class. Every student at St. Charles Community Schools will have access to the zSpace lab at some point in the school year in science class. Software includes state standards and Next Generation Science Standards based lesson plans in life science, earth science, engineering and physics. Students can learn about everything from circuits to cells. St. Charles Community Schools is located in the Village of St. Charles, Saginaw County. St. Charles Community Schools is dedicated to offering the best in technology, including zSpace 1:1 technology at middle and high school and dedicated computer carts at the elementary; along with curricular infusion of Leader in Me at the elementary level; and Project-Based Learning (PBL) at the secondary levels. You can contact St. Charles Community Schools at (989) 8645 – 9961 or at http://www.stccs.org. zSpace delivers the ultimate learning experience to inspire curiosity and accelerate understanding. Our product, zSpace®, combines elements of VR and AR, on an all-in-one computer, to create mixed reality computing experiences that are immersive, interactive and lifelike. Among its numerous awards and accolades, zSpace was named “Cool Vendor” by Gartner, Inc., “Best in Show at ISTE” by Tech & Learning Magazine for three consecutive years and was ranked #143 on the 2016 Inc. 500 list. zSpace is a privately held, venture backed company located in Sunnyvale, California, and has been granted more than 25 patents for its innovative technologies. For more information, visit http://www.zspace.com, or follow on Twitter @zSpace.


News Article | May 2, 2017
Site: www.prweb.com

Student scores showed significant improvements in understanding of pulmonary circulation to and from the heart, as well as blood circulation within the chambers of the heart, according to new study conducted by Rebecca Hite, assistant professor, curriculum and instruction, Texas Tech University, “Perceptions of Virtual Presence in 3-D, Haptic-Enabled, Virtual Reality Science Instruction.” The research, focused on mixed reality learning experiences with zSpace, was presented at the Florida Educational Technology Conference (FETC) and was conducted at North Carolina State University where Hite was a doctoral student under the direction of Dr. Gail Jones at the Friday Institute for Educational Innovation. Hite was honored on Sunday with “Best Paper” in the Applied Research in Immersive Environments for Learning at the the American Educational Research Association Annual Meeting in San Antonio for another virtual reality research study, “Cognitive Development and Virtual Presence in 3-D, Haptic-Enabled, Virtual Reality Science Instruction.” The research was conducted at North Carolina State University where Hite was a doctoral student under the direction of Dr. Gail Jones at the Friday Institute for Educational Innovation. Using data from a larger study of 151 sixth and ninth grade students with zSpace, Hite’s paper explored the relationships between students’ aspects of cognitive development and perceptions of virtual presence. Results showed that sixth grade students’ proficiency in rotating objects mentally were positively correlated with control of the objects and activities in virtual spaces. This provides insight to how students experience realism in mixed reality environments and valuable information to improve virtual learning experiences for younger learners. Hite began her career teaching high school science and geography, concerned that some of her students could not fully understand and appreciate the importance of science in their lives. She wanted to offer students a connection to science that would resonate, both in their conceptual understanding and engagement, to encourage their interest in STEM futures. It is through her research career today, that she believes technology tools, virtual and mixed reality, can offer those rich and robust STEM experiences to support and encourage students in STEM. It is this idea that has fueled a research agenda, in conjunction with Dr. Gail Jones at North Carolina State, to explore the unique affordances of emergent technology. In particular, to understand how younger and underrepresented learners, including students with disabilities, can access rich science experiences through virtual and mixed reality opportunities. Hite remarked, “Through continued research, we may garner insight to the power of these emergent technologies to influence STEM teaching and learning. It is imperative that education stakeholders--schools, teachers, parents, and students alike--are provided the more current and relevant information for best practices in virtual and blended STEM instruction.” In a 2016 paper Hite co-wrote and published in the International Journal of Education and Information Technologies, titled, “Perceptions of Presence in 3-D, Haptic-enabled, Virtual Reality Instruction,” which sampled 20 middle school students and teachers using zSpace to explore biology and physical science content, results reported that students more than teachers reported improved gains in science process skills and understandings of the nature of science. When compared to traditional forms of science instruction, students ranked the virtual technology as more interesting and increasing their understanding - with zSpace as the most preferred instructional option. About zSpace zSpace delivers the ultimate learning experience to inspire curiosity and accelerate understanding. Our product, zSpace®, combines elements of VR and AR, on an all-in-one computer, to create mixed reality computing experiences that are immersive, interactive and lifelike. Among its numerous awards and accolades, zSpace was named “Cool Vendor” by Gartner, Inc., “Best in Show at ISTE” by Tech & Learning Magazine for three consecutive years and was ranked #143 on the 2016 Inc. 500 list. zSpace is a privately held, venture backed company located in Sunnyvale, California, and has been granted more than 25 patents for its innovative technologies. For more information, visit http://www.zspace.com, or follow on Twitter @zSpace.


News Article | May 4, 2017
Site: www.prnewswire.com

Members of the AT&T Aspire Accelerator will receive a $100,000 investment1 from AT&T and another $25,000 to cover the costs of attending and participating in the program. They'll also have access to resources and mentors from AT&T and across the education and technology industry. The organizations will become part of the broader AT&T Aspire initiative, which is committed to driving innovation in education. "When you combine education with technology you can really make a difference," said Ken McNeely, President, AT&T California. "AT&T welcomes this year's Aspire Accelerator class and is proud to support these game-changing solutions for students and teachers in the Bay Area and across the state and nation." Aspire Accelerator members will also get to work with powerful industry minds. The AT&T Aspire Accelerator's board of advisors includes leading education and technology innovators such as Charles Best, founder and CEO of DonorsChoose.org, and Sebastian Thrun, founder and president of Udacity. "I've loved the opportunity to work with the Aspire Accelerator startups and serve as a mentor for the founders as they continue to grow their organizations and bring new initiatives and products into the ed-tech space," said Kimberly Bryant, founder of Black Girls CODE. "I know this year's class will bring more innovative ideas to the table and I look forward to continuing to collaborate with AT&T to help the ventures succeed." Aspire Accelerator members remain in their home cities during the length of the program. They will meet with AT&T and their class members several times at key industry events, such as ISTE. The program will kick off this weekend in conjunction with the ASU GSV Education Technology Summit in Salt Lake City. In addition to the 4 Bay Area organizations selected for the program, other members of the 2017 Aspire Accelerator class come from across the country, represent diverse backgrounds and leadership, and include: About Philanthropy & Social Innovation at AT&T AT&T (NYSE: T) is committed to advancing education, strengthening communities and improving lives. Through its community initiatives, AT&T has a long history of investing in projects that create learning opportunities; promote academic and economic achievement; or address community needs. The company's signature philanthropic initiative, AT&T Aspire, drives innovation in education to promote student success in school and beyond. With a financial commitment of $400 million since 2008, AT&T is leveraging technology, relationships and social innovation to help all students make their biggest dreams a reality. 1 The $100,000 investment for non-profit organizations will be in the form of a general contribution in exchange for meeting certain stated requirements, while the $100,000 investment in for-profit companies will be in return for up to a 5% equity stake. To view the original version on PR Newswire, visit:http://www.prnewswire.com/news-releases/bay-area-ed-tech-startups-selected-for-att-aspire-accelerator-300452013.html


News Article | May 5, 2017
Site: www.PR.com

CUE, an educational non-profit, is leading efforts in California to maintain free and accessible Internet for all, by initiating Assembly Joint Resolution 7 (AJR-7) authored by Assembly Member and Speaker Pro-Tem, Kevin Mullin. “We cannot expect students to be successful if we take away or limit their ability to access the Internet,” said Mike Lawrence, CUE’s CEO. AJR-7 has been introduced in the State Assembly with broad support. A hearing on the resolution is scheduled for May 10th. Walnut Creek, CA, May 05, 2017 --( “We cannot expect students to be successful if we take away or limit their ability to access the Internet,” said Mike Lawrence, CUE’s CEO. “Reliable broadband is absolutely essential for both our students and our teachers to be successful. Dependable access allows educators to significantly expand teaching and learning opportunities.” Read the full text of AJR-7 at http://leginfo.legislature.ca.gov/faces/billNavClient.xhtml?bill_id=201720180AJR7. CUE’s Legislative Policy Consultant, John Cradler, described the decision to initiate and support AJR-7 as being “first and foremost about educating students more effectively by greatly expanding access to critical information and communications opportunities.” Cradler further explained that AJR-7 establishes the provision and maintenance of equitable access to technology, broadband Internet access services, digital content, and management tools. In turn, these tools and access to them make it possible for all students, teachers, and school administrators in California, including those in rural and other underserved areas, to provide equal educational resources to all students at all education levels. According to Cradler, AJR-7 has been introduced in the State Assembly with broad support ranging from school districts, county offices of education, National education associations, and has other members of both the State Assembly and Senate agreeing to be co-authors. A hearing on the resolution is scheduled for the afternoon of May 10 in the California State Capitol building, room TBD. In addition, support letters have been received by San Mateo and Napa County Offices of Education, the International Society of Technology in Education (ISTE), the State Educational Technology Directors Association, the Consortium for School Networking, the California Educational Technology Professional Association and the Association for California School Administrators. About CUE CUE is an educational non-profit organization representing over 10,000 teachers and school administrators established in 1978. Educational technology professional development is at the core of CUE's work. We are passionate believers in advancing student achievement through technology. By providing professional development in the effective use of technology to educators on the infusion of emerging technologies, we can help better prepare students for college and careers. CUE recognizes that California schools serve students of increasingly diverse needs and backgrounds who must be ready to succeed in a rapidly advancing technological society. CUE believes that technology is a critical instructional resource required for all K20 teachers, administrators, and students. www.cue.org About CUE Advocacy CUE works with many like-minded groups in advocating and coordinating policies and practices to advance student achievement. The CUE Advocacy Platform was developed by the CUE Legislative Advocacy Committee with input from CUE membership and is periodically updated to provide guidance for the development and modification of current and emerging state and federal educational policies and programs affecting California educators. Go to www.cue.org to view the Advocacy Platform and periodic Legislative Updates. Walnut Creek, CA, May 05, 2017 --( PR.com )-- In order to maintain free and accessible Internet for all, CUE, an educational non-profit is leading efforts in California by initiating Assembly Joint Resolution 7 (AJR-7) authored by Assembly Member and Speaker Pro-Tem, Kevin Mullin. AJR-7 urges the President of the United States and Congress to continue to protect net neutrality, open Internet access, the Lifeline program which offers discounted Internet access to low-income customers, and the E-Rate program providing discounted telecommunication and Internet access to schools and libraries.“We cannot expect students to be successful if we take away or limit their ability to access the Internet,” said Mike Lawrence, CUE’s CEO. “Reliable broadband is absolutely essential for both our students and our teachers to be successful. Dependable access allows educators to significantly expand teaching and learning opportunities.” Read the full text of AJR-7 at http://leginfo.legislature.ca.gov/faces/billNavClient.xhtml?bill_id=201720180AJR7.CUE’s Legislative Policy Consultant, John Cradler, described the decision to initiate and support AJR-7 as being “first and foremost about educating students more effectively by greatly expanding access to critical information and communications opportunities.” Cradler further explained that AJR-7 establishes the provision and maintenance of equitable access to technology, broadband Internet access services, digital content, and management tools. In turn, these tools and access to them make it possible for all students, teachers, and school administrators in California, including those in rural and other underserved areas, to provide equal educational resources to all students at all education levels.According to Cradler, AJR-7 has been introduced in the State Assembly with broad support ranging from school districts, county offices of education, National education associations, and has other members of both the State Assembly and Senate agreeing to be co-authors. A hearing on the resolution is scheduled for the afternoon of May 10 in the California State Capitol building, room TBD.In addition, support letters have been received by San Mateo and Napa County Offices of Education, the International Society of Technology in Education (ISTE), the State Educational Technology Directors Association, the Consortium for School Networking, the California Educational Technology Professional Association and the Association for California School Administrators.About CUECUE is an educational non-profit organization representing over 10,000 teachers and school administrators established in 1978. Educational technology professional development is at the core of CUE's work. We are passionate believers in advancing student achievement through technology. By providing professional development in the effective use of technology to educators on the infusion of emerging technologies, we can help better prepare students for college and careers. CUE recognizes that California schools serve students of increasingly diverse needs and backgrounds who must be ready to succeed in a rapidly advancing technological society. CUE believes that technology is a critical instructional resource required for all K20 teachers, administrators, and students. www.cue.orgAbout CUE AdvocacyCUE works with many like-minded groups in advocating and coordinating policies and practices to advance student achievement. The CUE Advocacy Platform was developed by the CUE Legislative Advocacy Committee with input from CUE membership and is periodically updated to provide guidance for the development and modification of current and emerging state and federal educational policies and programs affecting California educators. Go to www.cue.org to view the Advocacy Platform and periodic Legislative Updates. Click here to view the list of recent Press Releases from CUE


News Article | March 1, 2017
Site: www.prweb.com

zSpace, Inc., a leading education company that brings mixed reality experiences to computing, today announced it is joining The Khronos™ Group’s OpenXR™ working group to define a cross-vendor, royalty-free, open standard for access to modern virtual reality (VR) devices. The Khronos Group is an industry consortium accelerating the development and deployment of cross platform, open standard APIs that bring the latest hardware capabilities to developers everywhere. Along with other Khronos members, zSpace will help define and support the development of OpenXR, a standard to enable VR applications to easily connect to VR hardware. Announced earlier this year, key components of the new standard will include APIs for tracking of headsets, controllers and other objects, and for easily integrating devices into a VR runtime. This will enable applications to be portable to any VR system that conforms to the Khronos standard, significantly enhancing the end-user experience, and driving more choice of content to spur further growth in the VR market. “As a founding member of Khronos OpenXR, zSpace is honored to play a key role in defining how developers will integrate VR technology across various platforms,” said Doug Twilleager, zSpace CTO of Software. “We truly are on the forefront of something amazing, something game-changing, about how we interact and communicate with computers and the rest of the world.” No stranger to cutting-edge VR innovation, at CES 2016, zSpace built an integration with Google Chromium, called the zSpace zBrowser, enriching content and enabling users to enjoy the internet in a more immersive and interactive way. zBrowser put users right in the action with dynamically-generated 3D and VR content. In addition, zSpace is already working with various education online content providers in the areas of STEM, medicine, and the arts. As a member of this initiative, zSpace strives to make this experience available through all browsers and application developers. ”An important part of making successful Khronos APIs that become widely adopted is the involvement of major industry players to ensure that the standards genuinely meet market needs. We are thrilled to have zSpace involved from the beginning to help design OpenXR and bring it into the VR ecosystem. The VR expertise that zSpace brings to the initiative will help in our mission to decrease industry fragmentation and increase VR adoption," said Neil Trevett, The Khronos Group President. zSpace is presenting at GDC in the Khronos Booth South Hall #2419, in the featured session, “WebGL for zSpace” on Wednesday, March 1 at 3 p.m. and Thursday, March 2 at 11 a.m. About The Khronos Group The Khronos Group is an industry consortium creating open standards to enable the authoring and acceleration of parallel computing, graphics, vision and neural nets on a wide variety of platforms and devices. Khronos standards include Vulkan®, OpenGL®, OpenGL® ES, OpenGL® SC, WebGL™, SPIR-V™, OpenCL™, SYCL™, OpenVX™, NNEF™, COLLADA™, OpenXR™ and glTF™. Khronos members are enabled to contribute to the development of Khronos specifications, are empowered to vote at various stages before public deployment, and are able to accelerate the delivery of their cutting-edge accelerated platforms and applications through early access to specification drafts and conformance tests. About zSpace zSpace delivers the ultimate learning experience to inspire curiosity and accelerate understanding. Our product, zSpace®, brings mixed reality to computing, creating lifelike experiences that are immersive and interactive. Among its numerous awards and accolades, zSpace was named “Cool Vendor” by Gartner, Inc., “Best in Show at ISTE” by Tech & Learning Magazine for three consecutive years and was ranked #143 on the 2016 Inc. 500 list. zSpace is a privately held, venture backed company located in Sunnyvale, California, and has been granted more than 25 patents for its innovative technologies. For more information, visit http://www.zspace.com, or follow on Twitter @zSpace. Vulkan is a registered trademark of The Khronos Group. Khronos, SPIR-V, SYCL, WebGL, COLLADA, OpenVX, OpenXR, glTF and NNEF and are trademarks of the Khronos Group Inc. OpenCL is a trademark of Apple Inc. and OpenGL is a registered trademark and the OpenGL ES and OpenGL SC logos are trademarks of Silicon Graphics International used under license by Khronos. All other product names, trademarks, and/or company names are used solely for identification and belong to their respective owners.


News Article | March 1, 2017
Site: www.prweb.com

Legends of Learning will launch its online platform of several hundred curriculum-based education games for middle school earth and space science, life sciences, and physical science curricula later this month. The company was founded after the results from a forthcoming research study, “Substantial Integration of Typical Educational Games into Extended Curricula,” from Vanderbilt University revealed that short, simple education games aligned to curriculum standards improve student engagement and academic performance. Founded by former research scientist Vadim Polikov, Legends of Learning stands for the principle that rigorous academic research needs to form the foundation of strategies that take blended learning techniques such as game-based learning to the next level. The wide-ranging study — more than 1,000 students in seven states and in schools with differing student bodies, socioeconomic factors and geographical locations — demonstrated statistically significant success. One year later, Legends of Learning’s content platform and games are being tested and vetted by hundreds of teachers across the country in preparation for the official launch later this month. The company will demonstrate its platform and games at the National Science Teachers Association’s National Conference in Los Angeles, March 30-April 2, 2017. More than 100 middle schools will use Legends of Learning in their classrooms when it launches. Scores of teachers using the platform will participate in a second study to demonstrate efficacy and best practices for blended learning with curricula endgames. The second study will be conducted by researchers from the University of Wisconsin-Madison and Vanderbilt University. “Original research is critical to our education system’s overall success,” said Vadim Polikov. “I firmly believe that proving — or disproving — hypotheses with strong rigorous research is the best way to move education forward. One of the most crucial aspects for the education sector to adapt new methods is efficacy. Educators’ time is at a premium now, so providing them with something that is demonstrably effective and easy to use has a far greater chance of being implemented.” Some unique aspects of Legends of Learning’s approach to education include: Teachers interested in being part of the Legends of Learning Ambassador program can visit legendsoflearning.com/teachers. Legends of Learning will take 100 teacher ambassadors to the ISTE 2017 Conference & Expo in San Antonio, June 25-28. For more information about Legends of Learning visit legendsoflearning.com. About Legends of Learning American children need new education heroes, teachers dedicated to using new engaging methods of teaching their curriculum. Legends of Learning helps educators make their classrooms fun, engaging, and productive learning environments with research-driven based games. We use ongoing original research to create an edgame marketplace filled with an epic range of lessons for stronger subject mastery and classroom engagement. All games are based on state curriculum standards. Teachers can don their masks with Legends of Learning at legendsoflearning.com.


News Article | February 23, 2017
Site: www.prweb.com

zSpace, an all-in-one immersive Augmented Reality/Virtual Reality (AR/VR) education solution, today announced a partnership with IlliniCloud, a non-profit technology cooperative of school districts. The partnership enables IlliniCloud school districts to deliver zSpace’s AR/VR solution to their classrooms in a sustainable, scalable and cost effective manner. zSpace delivers the ultimate learning experience to inspire curiosity and accelerate understanding. zSpace Learning Labs, combines elements of VR and AR, on all-in-one computers, to create lifelike experiences that are immersive and interactive. Hundreds of thousands of students today in over 400 school districts, medical schools and universities are using zSpace Learning Labs across the globe. Unlike other virtual reality solutions, such as head-mounted displays, zSpace enables interaction and group collaboration. Best of all, zSpace empowers students to “learn by doing” in an environment where it is easy to undo mistakes, make changes, and not worry about material costs or clean up. Ron Rheinheimer, executive vice president, U.S. and international sales, zSpace, said, “Our mission is to inspire curiosity. We are honored to be a solution for IlliniCloud districts and look forward to working with their members to integrate zSpace learning labs into learning and teaching.” Jim Peterson, CEO at IlliniCloud commented that "zSpace differentiates itself by providing students with high quality content and immersive VR." About zSpace zSpace delivers the ultimate learning experience to inspire curiosity and accelerate understanding. Our product, zSpace®, combines elements of VR and AR, on an all-in-one computer, to create lifelike experiences that are immersive and interactive. Among its numerous awards and accolades, zSpace was named “Cool Vendor” by Gartner, Inc., “Best in Show at ISTE” by Tech & Learning Magazine for three consecutive years and was ranked #143 on the 2016 Inc. 500 list. zSpace is a privately held, venture backed company located in Sunnyvale, California, and has been granted more than 25 patents for its innovative technologies. For more information, visit http://www.zspace.com, or follow on Twitter @zSpace. About IlliniCloud IlliniCloud is a non-profit tech cooperative of school districts across the country that provide schools with the means to operate smoothly, efficiently, and safely for the benefit of the teachers and students. IlliniCloud offers massive scalable computing resources, spread across multiple data centers and next-generation networking infrastructure. Software as a Service offered include lecture capturing, online meeting services and data integration services. For information about this and other services, please visit http://www.illinicloud.org or by emailing: info(at)illinicloud(dot)org.

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