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themarketinsights · 2 years ago
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Augmented Learning Market to Develop New Growth Story | Blackboard, Panasonic, TutorRoom, Oracle
Advance Market Analytics published a new research publication on “Global Augmented Learning Market Insights, to 2027” with 232 pages and enriched with self-explained Tables and charts in presentable format. In the study, you will find new evolving Trends, Drivers, Restraints, Opportunities generated by targeting market-associated stakeholders. The growth of the Augmented Learning market was mainly driven by the increasing R&D spending across the world.
Major players profiled in the study are:
Google (United States), Microsoft Corporation (United States), Blackboard Inc. (United States), HTC (Taiwan), Panasonic (Japan), Cisco (United States), IBM Corporation (United States), TutorRoom (Taipei), Sony (Japan), Samsung Electronics (South Korea), Hitachi (Japan), Oracle (United States), Edvance360 (United States), Barco (Belgium), LG Electronics (South Korea), Veative Labs (Singapore), Dell (United States), Saba Software (United States), Electa Communications (United States), BrainCert (United States), SKYPREP (Canada)
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Scope of the Report of Augmented Learning
Augmented learning is basically an on-demand learning technique wherein the environment adapts to the learner. By providing remedial action when needed, learners can gain a better understanding of a topic while stimulating discovery and learning. Augmented learning is the use of real-world objects, elements, and experiences recreated on mobile or computing devices to improve concepts. Augmented learning is the next step in the evolution of e-learning that enhances the learner’s experience and helps the learner understand the information, resulting in higher retention and engagement with the learning audience. Augmented learning is the combination of content such as audio, video, images, text, and interactivity with input from the learner. Augmented learning offers learners an interactive environment that is tailored to the subject the learner wishes to study. With advanced learning, the environment is not limited to a physical location and can be accessed via smartphones, laptops, and AR / VR headsets. Augmented learning is widely used by corporate learning and development providers to instill innovative thinking and leadership skills by focusing on learning by doing. Participants need to apply the skills acquired on e-learning platforms to real-world examples. Data is used to create a personalized learning program for each participant that provides additional information and corrections. COVID-19, the global health pandemic, has largely affected all sectors and caused significant disruption. Under the threat of pandemics, the augmented reality industry is playing an important role in supporting digital transformation and helping learners learn in an easy way.
The Global Augmented Learning Market segments and Market Data Break Down are illuminated below:
by Application (Academic institution, Enterprises), Components (Hardware (Mobile Computing Devices, Virtual Reality Devices, Displays and Projectors, Others), Software (Content Management, Analytics and Data Visualization, Others), Services (Professional Services, Managed Services)), Deployment Mode (Cloud, On-Premises)
Market Opportunities:
Innovative Developments in Education Technology to Involve Students, Expand Their Presence Globally, and Avoid Campus Congestion
The Adoption of Digital Learning and Collaboration of Educational Hardware and Software Vendors
The Rising Adoption of Smart Education and Technologically Advanced Classrooms in the Educational and Corporate Setups
Market Drivers:
The Wide Acceptance of Augmented Reality (AR)
Continuous Innovation in VR/AR Technologies
The Adoption of Smart Devices in Education
Increased Participation and Engagement in Learning
Market Trend:
The Growing Use of Connected Devices in Augmented Learning
The Growing BYOD Trend in the Education Industry
Rising Demand for Personalized Learning Experiences
What can be explored with the Augmented Learning Market Study?
Gain Market Understanding
Identify Growth Opportunities
Analyze and Measure the Global Augmented Learning Market by Identifying Investment across various Industry Verticals
Understand the Trends that will drive Future Changes in Augmented Learning
Understand the Competitive Scenarios
Track Right Markets
Identify the Right Verticals
Region Included are: North America, Europe, Asia Pacific, Oceania, South America, Middle East & Africa
Country Level Break-Up: United States, Canada, Mexico, Brazil, Argentina, Colombia, Chile, South Africa, Nigeria, Tunisia, Morocco, Germany, United Kingdom (UK), the Netherlands, Spain, Italy, Belgium, Austria, Turkey, Russia, France, Poland, Israel, United Arab Emirates, Qatar, Saudi Arabia, China, Japan, Taiwan, South Korea, Singapore, India, Australia and New Zealand etc.
Have Any Questions Regarding Global Augmented Learning Market Report, Ask Our Experts@ https://www.advancemarketanalytics.com/enquiry-before-buy/168487-global-augmented-learning-market#utm_source=DigitalJournalVinay
Strategic Points Covered in Table of Content of Global Augmented Learning Market:
Chapter 1: Introduction, market driving force product Objective of Study and Research Scope the Augmented Learning market
Chapter 2: Exclusive Summary – the basic information of the Augmented Learning Market.
Chapter 3: Displaying the Market Dynamics- Drivers, Trends and Challenges & Opportunities of the Augmented Learning
Chapter 4: Presenting the Augmented Learning Market Factor Analysis, Porters Five Forces, Supply/Value Chain, PESTEL analysis, Market Entropy, Patent/Trademark Analysis.
Chapter 5: Displaying the by Type, End User and Region/Country 2016-2021
Chapter 6: Evaluating the leading manufacturers of the Augmented Learning market which consists of its Competitive Landscape, Peer Group Analysis, BCG Matrix & Company Profile
Chapter 7: To evaluate the market by segments, by countries and by Manufacturers/Company with revenue share and sales by key countries in these various regions (2022-2027)
Chapter 8 & 9: Displaying the Appendix, Methodology and Data Source
Finally, Augmented Learning Market is a valuable source of guidance for individuals and companies.
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worldwideanalysis · 2 years ago
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Strong Government Support Propelling EdTech Market in APAC
In 2021, the edtech market hit $237.6 billion revenue, and it is expected to advance at a rate of 17.3% from 2021 to 2030, to reach $998.4 billion by 2030. This is chiefly attributed to the increased emergence of the artificial intelligence and digitalization in the edtech industry. Advanced technologies such as IoT and the incorporation of augmented reality and virtual reality facilitate the enhanced interactive learning experience for students resulting in the market boom.
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The impact of the COVID-19 with the announced lockdown by governments worldwide has resulted in the booming of the education technology market, attributed to the increased demand for EdTech solutions. The situation highlighted the potential of the advanced education technologies to facilitate remote learning resulting in a market boost. The market players are focusing on expanding product offerings to offer interrupted learning.
Access Report Summary - EdTech Market Segmentation Analysis Report
APAC holds the most-significant share in the edtech market, of 45%, attributed to the rising internet penetration led by smart devices. The financial aid provided by governments to digitalize education has also resulted in market proliferation. Developing countries such as India and China have invested in facilitating the accessibility of digital devices to students, resulting in market expansion. For example, the Indian government placed around 20,000 digital boards in Delhi.
Moreover, the emergence of advanced technologies, the rising number of vendors facilitating remote learning services, and the surge in students leads to edtech market expansion. Furthermore, the worldwide most expensive education system belongs to China, with the presence of around 500,000 schools, 280 million students, and 18 million teachers.
North America is the next significant contributor after APAC to the edtech market, holding a 20% revenue share, attributed to the high investments made in the education sector in India and increased participation of companies aiming to expand the geographical reach to cater to large customer base. For example, Class Technologies raised more than $100 million in the B series funding to expand geographically outside the U.S.
Under the type segment, hardware is the most significant contributor to the edtech market, amounting to 60% of revenue, attributed to the increased sales in the emerging economies. The booming sales of hardware equipment such as interactive displays, laptops, tabs, and secure digital (SD) cards propel the market. Tabs have witnessed massive sales, followed by laptops. The Apple Inc. contributed significantly to the sales of tabs amounting to 40%, leaving behind its competitors such as Samsung Electronics Co. Ltd., Amazon.com Inc. and Lenovo Group Ltd.
The growing popularity of digital classrooms propels the education technology market, ascribed to increased hardware demand. The key players aim to expand the digital classroom platforms, attributed to the rising importance of digital classrooms. For example, in February 2022, VR headsets were offered to Smt. GDS Sr. Sec. School by Veative Labs, in India to facilitate the virtual learning experience to students in subjects such as Science.
Under the end user segment, individual learners are contributing majorly to the market growth, generating over $100 billion in revenue in 2021, attributed to the inclination toward acquiring new skills and high budget allocation in the education sector. For example, the Indian Union Budget allocated INR 1,04,278 crore to the education sector for the 2022–2023 session. The rising investment to enhance digital connectivity to facilitate high-quality education resulted in the market boom.
Therefore, the COVID19 lockdown and increased popularity of digital classrooms with advanced learning solutions have resulted in boosting the market.
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infinityworldnews · 4 years ago
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Four edtech stages managing everything in rustic business sectors
Four #edtech stages managing everything in rustic business sectors
Features The Indian instruction framework has been confronting obstacles in adapting to the advanced upheaval speed, particularly for the unprivileged.Business people think of answers for the reality understudies who can’t bear the cost of expensive memberships.Here are four new companies making training reasonable for understudies of all financial foundations. The Indian schooling framework

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technogeekstmr · 3 years ago
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Virtual Reality in Education Market Survey | Demand, Depth Analysis and Estimated Forecast 2021-2027
Global Virtual Reality in Education Market: Introduction
Virtual reality enables a user to communicate with a three-dimensional image or virtual world created by a machine. Virtual reality increases a student’s engagement. As a hands-on, engaging, immersive experience, it presents students with a new form of learning, providing exciting new opportunities they could not have encountered before.
The effect of Corona virus has directly affected the development of the market. As a consequence of the corona virus lockout, the majority of classrooms, colleges and educational institutions closed, which directly hindered the demand for VR in the education sector.
Global Virtual Reality in Education Market: Dynamics
Increasing adoption of virtual reality devices
Earlier, adoption of virtual reality devices was low due to their prohibitive cost. However, adoption of virtual reality gear has improved owing to technical advances and economies of scale of major businesses. The growing affordability of virtual reality devices and applications is one of the key drivers of development for virtual reality in the education field. The production of consumer models of VR headphones, such as VR Cardboard by Google and GearVR  by Samsung, which are integrated with smartphones, results in reduced price. In comparison, companies such as Oculus, HTC, and Sony have reduced the price of their VR devices. Affordability of VR hardware, combined with the emergence of easy-to-use content production tools, is projected to accelrate the VR market in the eduction sector
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North America Led the Global Market in 2019
Based on region, the global virtual reality in education market can be segmented into North America, Europe, Asia Pacific, South America, and Middle East & Africa.
North America held a dominant share of the global virtual reality in education market in 2019. It is expected to continue its dominance throughout the forecast period. The U.S. and Canada are the major countries that drive the market in this region. Enhanced focus on the effectiveness of VR in the education industry, along with the advent of low-cost, reliable VR hardware, is expected to substantially fuel the growth of the virtual reality in education market in this region over the projected period.
The virtual reality in education market in Asia Pacific is expected to expand at the highest CAGR during the forecast period. China, India, and Japan are some of the major countries which drive the market in this region. Rising demand for advanced education programs in India, China, and Japan is likely to augment the market in the Asia Pacific region.
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Key Players Operating in the Global Market
Key players operating in the global virtual reality in education market are listed below:
Alchemy Immersive
Avantis Systems Ltd.
EON Reality Inc.
Facebook Technologies, LLC.
Google
HTC Corporation
RegattaVR
Samsung
Schell Games
Sony
Unimersiv
Veative Labs
Global Virtual Reality in Education Market: Research ScopeGlobal Virtual Reality in Education Market, by Component
Hardware
Software
Services
Figure: Global Virtual Reality in Education Market, by Component
Global Virtual Reality in Education Market, by Application
K-12
Higher Education
Vocational Training
Global Virtual Reality in Education Market, by Region
North America
Europe
Asia Pacific
South America
Middle East & Africa
U.S.
Canada
Rest of North America
Germany
France
U.K.
Italy
Spain
Russia
Rest of Europe
China
Japan
India
Australia
Rest of Asia Pacific
Brazil
Rest of South America
GCC
South Africa
Rest of Middle East & Africa
Figure: Global Virtual Reality in Education Market, by Region
The report offers a comprehensive evaluation of the market. It does so via in-depth qualitative insights, historical data, and verifiable projections about market size. The projections featured in the report have been derived using proven research methodologies and assumptions. By doing so, the research report serves as a repository of analysis and information for every facet of the market, including but not limited to: Regional markets, technology, types, and applications.
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reddysoumya · 4 years ago
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Introduction and COVID-19 Analysis: Global Virtual Classroom Market
This report on global Virtual Classroom market systematically draws attention towards a range of factors such as current and historical circumstances as well as developments, noteworthy business techniques, preferences and player strategies handpicked by key market participants to secure steady revenue generation as well as long term stability despite tangible odds.
This report on global Virtual Classroom market systematically draws attention towards a range of factors such as current and historical circumstances as well as developments, noteworthy business techniques, preferences and player strategies handpicked by key market participants to secure steady revenue generation as well as long term stability despite tangible odds.
Request sample copy of this report at: https://www.adroitmarketresearch.com/contacts/request-sample/1008?utm_source=Pallavi
Market Dynamics: Global Virtual Classroom Market
1. Drivers: Predominant across both matured economies and developing regions alike, and induce a systematic and dynamic growth trail 2. Barriers: A touchpoint presenting the core hitches, threats and challenges experienced by market participants, also addressing threat probability and corresponding plans to avert the same 3. Opportunities: This in-depth report is quickly touching on consumption and production progresses, competition concentration as well as growth rate across countries and regions.
This descriptive report presentation on global Virtual Classroom market is a valuable one stop solution to guide report readers with adequate guidance to render growth specific business discretion.
Some of the Important and Key Players of the Global Virtual Classroom Market:
Sony, Samsung Electronics, HTC, Google, Microsoft, Panasonic Corporation, Hitachi, Barco, LG Electronics, Veative Labs, Cisco, Blackboard, Dell, IBM, Saba Software, Oracle, Edvance360, Electa Communications, BrainCert, SKYPREP, Impero Software, WizIQ, BigBlueButton, Digital Samba, and TutorRoom.
Read complete report at: https://www.adroitmarketresearch.com/industry-reports/virtual-classroom-market?utm_source=Pallavi
Geographic Analysis and Competition Review: Global Virtual Classroom Market
This section of the report also lends veritable insights and workable cues on region specific progresses as well as country-based advances encompassing product and service portfolio developments. Key focus of the report includes details specific to Europe, North America, APAC, MEA and South America. This crucial facet of the report is deployed to offer readers with elaborate understanding on the growing competition as well as significant developments, flaging M&A investments inclusive of market participants that steer optimistic growth and revenue strides in global Virtual Classroom market. Other additional information such as upstream raw material and equipment developments as well as downstream demand analysis have been discussed in detail in this report on global Virtual Classroom market.
Key Player Analysis: Virtual Classroom Market
1. The report precisely profiles leading players and their intricate marketing choices and best in industry performance that jointly inculcate remunerative business options in the Virtual Classroom market. 2. For better and superlative comprehension of the Virtual Classroom market by leading market players and participants striving to strike a profitable growth trail in the Virtual Classroom market during 2020-27, this meticulous report composition houses critical developments, besides an extensive portfolio of leading players.
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ourdimitriblr · 4 years ago
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COVID-19 Update: Smart Classroom Market Research Report and Future Scope (2019-2026) | Key Players- Saba Software, Google, Blackboard Inc., Microsoft, IBM
The most recent research report on the Smart Classroom Market distributed by Data Bridge Market Research gives a significant awareness of the different market dynamics such as Trends, opportunities, difficulties and drivers. The report explains in more detail the micro – and macroeconomic components that are required to impact the development of the Smart Classroom Market over the forecast period 2019-2026.
This investigation highlights the key indicators of market development that accompany a comprehensive analysis of this value chain, CAGR development, and Regional Analysis. This data can enable readers to understand the quantitative growth parameters of this international industry, which is Smart Classroom.
The report additionally features the chances and future extent of the Smart Classroom Market on a worldwide and regional level. The examination incorporates a market attractiveness investigation in which the Service is assessed dependent on Market Size and Growth Rate.
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Significant Players of this Global Smart Classroom Market:
Saba Software, Google, Blackboard Inc., Microsoft, IBM Corporation, Cisco Systems, Dell, Oracle, HTC Corporation, SAMSUNG, Hitachi, Ltd., Panasonic Corporation, Barco, LG Electronics., Electa Communications Ltd., SkyPrep Inc., Impero Software (UK), WizIQ Inc., BigBlueButton, Digital Samba SL., TutorRoom, Veative Labs, EON Reality Inc, Virtually Live., Foxconn Electronics Inc.
Highlights of the Smart Classroom Market Report:
Exact market size and CAGR forecasts for the period 2019-2026.
Identification and in-depth assessment of development opportunities in key segments and regions.
Complete company profiling of top players of the Smart Classroom market.
Exhaustive research on innovation and other trends of the Smart Classroom market
Consistent industry value chain and supply chain analysis
Complete examination of key growth drivers, restraints, challenges and development prospects.
Global Smart Classroom Market Segmentation –
Market: Component 
Hardware
Software
Services
Market: Application 
Educational Gaming
Educational Security
Educational ERP
Market: End- Use
Kindergarten
K-12
Higher Education
Focus of the report
CAGR values in the market for the forecast period
Key trends in the market place
Major players and brands
Historical and current market size and projection up to 2026.
Detailed overview of parent market
Changing market dynamics of the industry
Browse TOC with selected illustrations and example pages of Global Smart Classroom Market @ https://www.databridgemarketresearch.com/toc/?dbmr=global-smart-classroom-market
Regional Analysis for Smart Classroom Market:
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, Colombia etc.)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)
The Smart Classroom Market has been distributed into several significant areas, including applications, types and regions. Each market portion is intensively inspected in the report to consider its market acknowledgment, worth, request and development possibilities. The division examination encourages the client to adjust their marketing approach with the goal that they better master each Segment and identify the most potential client base.
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The Smart Classroom Market report stipulates economic scenarios with all the thing value, the principal area, benefits, distributions, limitations, creation, petition, market enhancement, and figure and so forth. The Smart Classroom report introduces speculation attainability evaluation, a task SWOT investigation, and venture yield evaluation.
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Data Bridge Market Research set forth itself as an unconventional and neoteric Market research and consulting firm with unparalleled level of resilience and integrated approaches. We are determined to unearth the best market opportunities and foster efficient information for your business to thrive in the market. Data Bridge Market Research provides appropriate solutions to the complex business challenges and initiates an effortless decision-making process.
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Browse Related Report:
Virtual Classroom Market
Optical Fiber Monitoring Market 
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holytheoristtastemaker · 4 years ago
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 VR and AR equipment are showing significant promise in the wake of the COVID-19 pandemic. Here experts share how companies are benefiting from the technologies in three major areas.
Alternative reality platforms such as virtual reality, augmented reality, mixed reality and extended reality were touted as the next generation of computing platforms for years -- an idea which has not materialized despite billions of investments, until now.
As a result of the COVID-19 pandemic, there recently has been a big push for more adoption of the technology. The sudden need for virtual meetings, remote collaboration, more efficient workflows and reduced IT costs is working in favor of VR and AR in the enterprise.
Here, experts share their experience on the innovative use of VR and AR technology during the pandemic and what the future holds for the industry.
Training and education
One of the most profound impacts of VR is in the training and education space, and for several good reasons, including its speed.
According to Derek Belch, CEO and co-founder of Strivr, an immersive learning solutions provider, VR equipment has enabled Walmart to reduce the time spent training associates -- from eight hours to 15 minutes. Additionally, when Walmart rolls out new equipment, the training can take place even before the machinery arrives.
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Derek Belch
VR not only saves the need for employees and trainers to travel, but also spares companies or manufacturers from shutting down an active line for the sake of training frontline workers on safety measures. "Immersive environments allow for mistakes and repetition," Belch said. "In VR, mistakes are free."
The use of VR also allows employees to receive training on critical situations, as is the case with Verizon, which is using the technology to train 22,000 employees on how to react to situations such as an armed robbery. "VR allows them to experientially go through the critical steps of de-escalating a high-risk moment and to make the right decisions under intense pressure," Belch pointed out.
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Ankur Aggarwal
Similarly, Veative Labs offers employees in the power, oil and gas industry a safe training environment where they can learn in a simulated world without being exposed to the hazards. "We are able to assess their performance and compare the employees and determine if they are ready for a certain task or not," said Ankur Aggarwal, CEO at the immersive technology solutions company.
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Dave Dolan
In addition, there are some trainings that just wouldn't be possible without the use of AR and VR technology. Healthcare practitioners rely on cadavers to learn the human anatomy, which is a mandatory practice for training doctors, dentists, as well as surgeons. Unfortunately, the donation of cadavers is at an all-time low, while demand is higher than ever. As demonstrated by MAI's BodyMap, which calls itself the Google Maps of the human body, physicians can train in VR without needing to dissect a real human body -- and without ever going short of supply.
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Mattney Beck
While training in VR also cuts costs considerably, there is a bigger reward, according to Dave Dolan, chief product officer at Veative Labs: People learn better when they do something, compared to when they read about it, he said. The distraction-free and judgment-free environment of VR training helps users focus on learning and enables them to understand a topic further.
Mattney Beck, senior manager of product marketing at Lenovo, backs up this assessment. "Case studies generally show VR offers better and faster learning, with some learning situations proving a 75% retention rate versus only 5% using traditional, lecture style methods," Beck said. "In addition, a 30%-40% increase in learning times and 30%-40% fewer mistakes compared to those conventionally trained can be achieved."
Remote collaboration
The benefits of AR and VR in the enterprise go beyond the training period, as the technologies can be used to offer field assistance. Veative Labs is using mixed reality to provide frontline workers information about the components they are working on, as well as real-time equipment performance data. By connecting the system to output data from IoT sensors, the safety of the frontline workers is greatly improved. For example, the workers are warned if a certain component is too hot for maintenance and should be revisited later.
The same system also allows users to remotely connect to an expert who can view what they are seeing and offer remote assistance. TeamViewer, a company known for remote connectivity solutions, has released an AR-based platform called Pilot, which lets enterprise technicians, as well as medical professionals, connect to a remote expert who can draw, add text or tag real-world objects to the video stream with 3D markers for reference.
Marketing
Speaking of travel, one popular trend within the VR industry is performing a virtual walkthrough. Because of travel restrictions, universities and companies across several industries found VR and AR as a better alternative to offer remote walkthroughs to their potential clients. Even exhibitions can be set up and attended remotely.
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Matthew Key
The added benefit, aside from social distancing, is the ability to alter the exhibited items on the go. For example, a car customer can view a vehicle in different colors before making a purchase. But the technology can also be used in a much more functional purpose. According to Matthew Key, founder and managing director at Engine Creative, the AR experience can make use of hotspots to highlight more information. "Visitors were able to interact with a Honda Civic car and delve into the different engine parts and specifications," he said.
The use of VR and AR enables customers to interact before purchasing and shops have found it as a way to reduce the staggering number of products ordered online that is currently hovering around 30%.
"With COVID-19, we've seen a surge of inquiries to transform retail shopping environments into augmented and virtual experiences that let shoppers navigate [the store] in their own homes," Key added.
The future of VR and AR in the enterprise
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Jon Cheney
In 2019, IDC predicted that spending on AR and VR will reach $160 million in 2023, while PwC predicted a $1.5 trillion market by 2030. Both assessments were conducted before the pandemic, which is already creating a significant boost in the industry. "Since the beginning of March [2020], when much of physical retail shut down, we've seen a 600% increase in AR usage through our customers' websites," said Jon Cheney, co-founder and CEO at Seek, a web-based AR solutions platform. "Our customer data shows conversion rates are increasing anywhere from 10% to as much as 200%."
We'll most likely see another boost come from 5G technology, which enables the use of more lightweight devices, making the headsets more suitable for long-term wearing.
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edwardbailey286 · 4 years ago
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Virtual Reality in Education Market | Analysis And Opportunities During Covid-19 Pandemic
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Global Virtual Reality in Education Market: Introduction
Virtual reality enables a user to communicate with a three-dimensional image or virtual world created by a machine. Virtual reality increases a student’s engagement. As a hands-on, engaging, immersive experience, it presents students with a new form of learning, providing exciting new opportunities they could not have encountered before.
The effect of Corona virus has directly affected the development of the market. As a consequence of the corona virus lockout, the majority of classrooms, colleges and educational institutions closed, which directly hindered the demand for VR in the education sector.
Global Virtual Reality in Education Market: Dynamics
Increasing adoption of virtual reality devices
Earlier, adoption of virtual reality devices was low due to their prohibitive cost. However, adoption of virtual reality gear has improved owing to technical advances and economies of scale of major businesses. The growing affordability of virtual reality devices and applications is one of the key drivers of development for virtual reality in the education field. The production of consumer models of VR headphones, such as VR Cardboard by Google and GearVR  by Samsung, which are integrated with smartphones, results in reduced price. In comparison, companies such as Oculus, HTC, and Sony have reduced the price of their VR devices. Affordability of VR hardware, combined with the emergence of easy-to-use content production tools, is projected to accelrate the VR market in the eduction sector
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North America Led the Global Market in 2019
Based on region, the global virtual reality in education market can be segmented into North America, Europe, Asia Pacific, South America, and Middle East & Africa.
North America held a dominant share of the global virtual reality in education market in 2019. It is expected to continue its dominance throughout the forecast period. The U.S. and Canada are the major countries that drive the market in this region. Enhanced focus on the effectiveness of VR in the education industry, along with the advent of low-cost, reliable VR hardware, is expected to substantially fuel the growth of the virtual reality in education market in this region over the projected period.
The virtual reality in education market in Asia Pacific is expected to expand at the highest CAGR during the forecast period. China, India, and Japan are some of the major countries which drive the market in this region. Rising demand for advanced education programs in India, China, and Japan is likely to augment the market in the Asia Pacific region.
Key Players Operating in the Global Market
Key players operating in the global virtual reality in education market are listed below:
Alchemy Immersive
Avantis Systems Ltd.
EON Reality Inc.
Facebook Technologies, LLC.
Google
HTC Corporation
RegattaVR
Samsung
Schell Games
Sony
Unimersiv
Veative Labs
Global Virtual Reality in Education Market: Research ScopeGlobal Virtual Reality in Education Market, by Component
Hardware
Software
Services
Figure: Global Virtual Reality in Education Market, by Component
Global Virtual Reality in Education Market, by Application
K-12
Higher Education
Vocational Training
Global Virtual Reality in Education Market, by Region
North America
Europe
Asia Pacific
South America
Middle East & Africa
U.S.
Canada
Rest of North America
Germany
France
U.K.
Italy
Spain
Russia
Rest of Europe
China
Japan
India
Australia
Rest of Asia Pacific
Brazil
Rest of South America
GCC
South Africa
Rest of Middle East & Africa
Figure: Global Virtual Reality in Education Market, by Region
The report offers a comprehensive evaluation of the market. It does so via in-depth qualitative insights, historical data, and verifiable projections about market size. The projections featured in the report have been derived using proven research methodologies and assumptions. By doing so, the research report serves as a repository of analysis and information for every facet of the market, including but not limited to: Regional markets, technology, types, and applications.
The study is a source of reliable data on:
Market segments and sub-segments
Market trends and dynamics
Supply and demand
Market size
Current trends/opportunities/challenges
Competitive landscape
Technological breakthroughs
Value chain and stakeholder analysis
The report has been compiled through extensive primary research (through interviews, surveys, and observations of seasoned analysts) and secondary research (which entails reputable paid sources, trade journals, and industry body databases). The report also features a complete qualitative and quantitative assessment by analyzing data gathered from industry analysts and market participants across key points in the industry’s value chain.
A separate analysis of prevailing trends in the parent market, macro- and micro-economic indicators, and regulations and mandates is included under the purview of the study. By doing so, the report projects the attractiveness of each major segment over the forecast period.
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Highlights of the report:
A complete backdrop analysis, which includes an assessment of the parent market
Important changes in market dynamics
Market segmentation up to the second or third level
Historical, current, and projected size of the market from the standpoint of both value and volume
Reporting and evaluation of recent industry developments
Market shares and strategies of key players
Emerging niche segments and regional markets
An objective assessment of the trajectory of the market
Recommendations to companies for strengthening their foothold in the market
Note:Although care has been taken to maintain the highest levels of accuracy in TMR’s reports, recent market/vendor-specific changes may take time to reflect in the analysis.
This study by TMR is all-encompassing framework of the dynamics of the market. It mainly comprises critical assessment of consumers' or customers' journeys, current and emerging avenues, and strategic framework to enable CXOs take effective decisions.
Our key underpinning is the 4-Quadrant Framework EIRS that offers detailed visualization of four elements:
Customer Experience Maps
Insights and Tools based on data-driven research
Actionable Results to meet all the business priorities
Strategic Frameworks to boost the growth journey
The study strives to evaluate the current and future growth prospects, untapped avenues, factors shaping their revenue potential, and demand and consumption patterns in the global market by breaking it into region-wise assessment.
The following regional segments are covered comprehensively:
North America
Asia Pacific
Europe
Latin America
The Middle East and Africa
The EIRS quadrant framework in the report sums up our wide spectrum of data-driven research and advisory for CXOs to help them make better decisions for their businesses and stay as leaders.
Below is a snapshot of these quadrants.
1. Customer Experience Map
The study offers an in-depth assessment of various customers’ journeys pertinent to the market and its segments. It offers various customer impressions about the products and service use. The analysis takes a closer look at their pain points and fears across various customer touchpoints. The consultation and business intelligence solutions will help interested stakeholders, including CXOs, define customer experience maps tailored to their needs. This will help them aim at boosting customer engagement with their brands.
2. Insights and Tools
The various insights in the study are based on elaborate cycles of primary and secondary research the analysts engage with during the course of research. The analysts and expert advisors at TMR adopt industry-wide, quantitative customer insights tools and market projection methodologies to arrive at results, which makes them reliable. The study not just offers estimations and projections, but also an uncluttered evaluation of these figures on the market dynamics. These insights merge data-driven research framework with qualitative consultations for business owners, CXOs, policy makers, and investors. The insights will also help their customers overcome their fears.
3. Actionable Results
The findings presented in this study by TMR are an indispensable guide for meeting all business priorities, including mission-critical ones. The results when implemented have shown tangible benefits to business stakeholders and industry entities to boost their performance. The results are tailored to fit the individual strategic framework. The study also illustrates some of the recent case studies on solving various problems by companies they faced in their consolidation journey.
4. Strategic Frameworks
The study equips businesses and anyone interested in the market to frame broad strategic frameworks. This has become more important than ever, given the current uncertainty due to COVID-19. The study deliberates on consultations to overcome various such past disruptions and foresees new ones to boost the preparedness. The frameworks help businesses plan their strategic alignments for recovery from such disruptive trends. Further, analysts at TMR helps you break down the complex scenario and bring resiliency in uncertain times.
The report sheds light on various aspects and answers pertinent questions on the market. Some of the important ones are:
1. What can be the best investment choices for venturing into new product and service lines?
2. What value propositions should businesses aim at while making new research and development funding?
3. Which regulations will be most helpful for stakeholders to boost their supply chain network?
4. Which regions might see the demand maturing in certain segments in near future?
5. What are the some of the best cost optimization strategies with vendors that some well-entrenched players have gained success with?
6. Which are the key perspectives that the C-suite are leveraging to move businesses to new growth trajectory?
7. Which government regulations might challenge the status of key regional markets?
8. How will the emerging political and economic scenario affect opportunities in key growth areas?
9. What are some of the value-grab opportunities in various segments?
10. What will be the barrier to entry for new players in the market?
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nicolasmatamoros6675 · 4 years ago
Text
Virtual Reality in Education Market 2020 Advanced Technology In- Depth Industry Overview Will Boost Considerable Development Prospects By -2030
Tumblr media
Global Virtual Reality in Education Market: Introduction
Virtual reality enables a user to communicate with a three-dimensional image or virtual world created by a machine. Virtual reality increases a student’s engagement. As a hands-on, engaging, immersive experience, it presents students with a new form of learning, providing exciting new opportunities they could not have encountered before.
The effect of Corona virus has directly affected the development of the market. As a consequence of the corona virus lockout, the majority of classrooms, colleges and educational institutions closed, which directly hindered the demand for VR in the education sector.
Global Virtual Reality in Education Market: Dynamics
Increasing adoption of virtual reality devices
Earlier, adoption of virtual reality devices was low due to their prohibitive cost. However, adoption of virtual reality gear has improved owing to technical advances and economies of scale of major businesses. The growing affordability of virtual reality devices and applications is one of the key drivers of development for virtual reality in the education field. The production of consumer models of VR headphones, such as VR Cardboard by Google and GearVR  by Samsung, which are integrated with smartphones, results in reduced price. In comparison, companies such as Oculus, HTC, and Sony have reduced the price of their VR devices. Affordability of VR hardware, combined with the emergence of easy-to-use content production tools, is projected to accelrate the VR market in the eduction sector
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North America Led the Global Market in 2019
Based on region, the global virtual reality in education market can be segmented into North America, Europe, Asia Pacific, South America, and Middle East & Africa.
North America held a dominant share of the global virtual reality in education market in 2019. It is expected to continue its dominance throughout the forecast period. The U.S. and Canada are the major countries that drive the market in this region. Enhanced focus on the effectiveness of VR in the education industry, along with the advent of low-cost, reliable VR hardware, is expected to substantially fuel the growth of the virtual reality in education market in this region over the projected period.
The virtual reality in education market in Asia Pacific is expected to expand at the highest CAGR during the forecast period. China, India, and Japan are some of the major countries which drive the market in this region. Rising demand for advanced education programs in India, China, and Japan is likely to augment the market in the Asia Pacific region.
Key Players Operating in the Global Market
Key players operating in the global virtual reality in education market are listed below:
Alchemy Immersive
Avantis Systems Ltd.
EON Reality Inc.
Facebook Technologies, LLC.
Google
HTC Corporation
RegattaVR
Samsung
Schell Games
Sony
Unimersiv
Veative Labs
Global Virtual Reality in Education Market: Research ScopeGlobal Virtual Reality in Education Market, by Component
Hardware
Software
Services
Figure: Global Virtual Reality in Education Market, by Component
Global Virtual Reality in Education Market, by Application
K-12
Higher Education
Vocational Training
Global Virtual Reality in Education Market, by Region
North America
Europe
Asia Pacific
South America
Middle East & Africa
U.S.
Canada
Rest of North America
Germany
France
U.K.
Italy
Spain
Russia
Rest of Europe
China
Japan
India
Australia
Rest of Asia Pacific
Brazil
Rest of South America
GCC
South Africa
Rest of Middle East & Africa
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Figure: Global Virtual Reality in Education Market, by Region
The report offers a comprehensive evaluation of the market. It does so via in-depth qualitative insights, historical data, and verifiable projections about market size. The projections featured in the report have been derived using proven research methodologies and assumptions. By doing so, the research report serves as a repository of analysis and information for every facet of the market, including but not limited to: Regional markets, technology, types, and applications.
The study is a source of reliable data on:
Market segments and sub-segments
Market trends and dynamics
Supply and demand
Market size
Current trends/opportunities/challenges
Competitive landscape
Technological breakthroughs
Value chain and stakeholder analysis
The report has been compiled through extensive primary research (through interviews, surveys, and observations of seasoned analysts) and secondary research (which entails reputable paid sources, trade journals, and industry body databases). The report also features a complete qualitative and quantitative assessment by analyzing data gathered from industry analysts and market participants across key points in the industry’s value chain.
A separate analysis of prevailing trends in the parent market, macro- and micro-economic indicators, and regulations and mandates is included under the purview of the study. By doing so, the report projects the attractiveness of each major segment over the forecast period.
Highlights of the report:
A complete backdrop analysis, which includes an assessment of the parent market
Important changes in market dynamics
Market segmentation up to the second or third level
Historical, current, and projected size of the market from the standpoint of both value and volume
Reporting and evaluation of recent industry developments
Market shares and strategies of key players
Emerging niche segments and regional markets
An objective assessment of the trajectory of the market
Recommendations to companies for strengthening their foothold in the market
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msgates · 4 years ago
Text
ă‚œăƒ‹ăƒŒă€Veative Labs、シă‚čă‚łă€é»’æżă€ăƒ‡ăƒ«ă€ă‚”ăƒ ă‚čăƒłé›»ć­ă€HTCă€ă‚°ăƒŒă‚°ăƒ«ă€ăƒžă‚€ă‚Żăƒ­ă‚œăƒ•ăƒˆ-教è‚Č澂栮2020 ... 蚘äș‹ă‚’èȘ­ă‚€ June 23, 2020 at 12:45PM
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tim5436blog-blog · 6 years ago
Text
Explore Virtual Classroom market growing steady at 16.2% CAGR and projected to reach US$ 19.6 billion - WhaTech
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Virtual Classroom Market Covered By Top Key Players: Saba Software, Google, Blackboard, Microsoft, IBM, Cisco, Dell, Oracle, HTC, Samsung Electronics, Sony, Hitachi, Panasonic, Barco, LG Electronics, Edvance360, Electa Communication, Braincert, Skyprep, Impero Software, Wiz IQ, Bigbluebutton, Digital Samba, Tutorroom, Veative Labs
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paulmhodgson · 7 years ago
Text
Veative Labs To Launch All In One VR For Education Solution At ISTE 2017 https://t.co/BLRYC6qER7 #veative
Veative Labs To Launch All In One VR For Education Solution At ISTE 2017 https://t.co/BLRYC6qER7 #veative http://twitter.com/PaulMHodgson/status/873315818301534208
Veative Labs To Launch All In One VR For Education Solution At ISTE 2017 https://t.co/BLRYC6qER7 #veative
— Paul Hodgson (@PaulMHodgson) June 9, 2017
0 notes
gigayak · 8 years ago
Video
youtube
Using Augmented Reality models to learn about the eye and the brain: Less immersive than virtual reality (but also less claustrophobic/hot!)
0 notes
kiransable07 · 4 years ago
Text
Virtual Classroom Market – Global Industry Forecast & Analysis over 2020 - 2026
The demand for Global Virtual Classroom Market is anticipated to be high for the next five years. By considering this demand we provide latest Global Virtual Classroom Market Report which gives complete industry analysis, market outlook, size, growth and forecast till 2026. This report will assist in analyzing the current and future business trends, sales and revenue forecasts.
North America accounted for the majority of virtual classroom market share, due to high adoption of technology in the education sector. Homeschooling is the fastest growing form of education in the region. The U.S. Department of Education estimates that 49.6 million students were homeschooled in 2012, while 50.6 million in 2016. Homeschooling grew by an average of about 25% in four major regions of the country.
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A virtual classroom can be attended from anywhere around the globe. The technology is a teaching and learning environment, where participants log in from their devices to access a range of lectures, videos, and teaching modules at a given point in time. Education institutes are adopting advanced teaching methods & tools for making learning easier for students and remote employees. Upcoming evolution in the education system is replacing traditional classrooms with virtual classrooms. According to the Racoon Gang, virtual classroom takes almost 60% less timing than learning the same material in a traditional classroom. The demand for open & distance learning is increasing, which has made many higher education providers to invest in virtual classroom systems.
Growing adoption of the technology in corporate training & development and continuous innovation of the e-learning system are the major factors contributing to virtual classroom market growth. Furthermore, the increasing trend of remote workplaces is propelling the demand for virtual classrooms
To browse this report titled, “Virtual Classroom Market Overview and Product Scope over 2020 - 2026: Global Market Insights, Inc.” https://www.gminsights.com/industry-analysis/virtual-classroom-market
Virtual Classroom Market, By Solution
Content management
Device management
Analytics and data visualization
Unified communication and collaboration
Security
Market by Deployment
On-premise
Cloud-based
Market by End-Use
Academic institution
Corporate
Some of the key players operating in the virtual classroom market include SKYPREP, HTC, Saba Software, Oracle, Edvance360, Google, Microsoft, Sony, Samsung Electronics, Cisco, Blackboard, Dell, Inc., IBM, Electa Communications, Impero Software, Hitachi, Barco, WizIQ, BigBlueButton BrainCert, Panasonic Corporation, LG Electronics, Veative Labs, Digital Samba, and TutorRoom. Market players are increasing their market penetration through organic business strategies such as new product launches and product developments; as well as inorganic strategies including mergers & acquisitions, partnerships, and collaborations & agreements.
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Global Market Insights, Inc., headquartered in Delaware, U.S., is a global market research and consulting service provider; offering syndicated and custom research reports along with growth consulting services. Our business intelligence and industry research reports offer clients with penetrative insights and actionable market data specially designed and presented to aid strategic decision making. These exhaustive reports are designed via a proprietary research methodology and are available for key industries such as chemicals, advanced materials, technology, renewable energy and biotechnology.
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riichardwilson · 5 years ago
Text
How Remote Education is Evolving During the Crisis
May 7, 2020 5 min read
Opinions expressed by Entrepreneur contributors are their own.
Over the last decade, online education has grown significantly, especially for adult learners who want to earn a degree or certificate while working full-time. The National Center for Education Statistics (NCES) reported 6.6 million students enrolled in distance education courses at postsecondary institutions during the fall of 2017. 
Within the last few years, high schools have also started exploring ways to add remote learning options, including dual-enrollment courses in partnership with local community colleges. Although the majority of these courses were offered solely on the high school campus, recent NCES research noted growth in online options.
Related: Google Play Replaces Family Apps With ‘Teacher-Approved’ Kids Tab
Fast forward to today, and suddenly online education is no longer optional. In fact, all schools at all levels must immediately migrate to some type of remote education format. Although some schools had already begun the digital migration, the majority of institutions weren’t ready. But when faced with the task of making a quick change, online education became a mandated reality. 
Our new reality may help push remote education even farther forward. Thanks to the urgency of the situation, technology has stepped up to show educators, students and parents what remote education might soon look like. 
Learning management systems 
Learning management systems create a seamless digital learning environment with all the tools necessary for remote learning. These platforms house front-end areas used by students and parents in addition to back-end areas where teachers and administrators can post assignments, add and change grades and interact with students through virtual classrooms. 
Numerous school districts already use this type of platform, allowing parents and students to see assignments and grades. But in the last several months, the learning management systems have became a crucial foundation for building out comprehensive remote education frameworks that integrate other learning tools. 
For example, PowerSchool Unified Classroom gives teachers a way to create custom virtual classrooms that connect to a student and parent dashboard. There are options to incorporate additional recordkeeping tasks for matters such as disciplinarian issues, attendance tracking and standardized testing scores. These learning management systems streamline communication and work for both schools and students.
The dashboard view shows the teacher’s current classes, upcoming assignments, messages, grades and other content. The student version has additional features, such as tools to submit assignments, discussion boards and online quizzes and test apps. Each virtual classroom can be enriched with videos, presentations, visuals, and links to other educational resources. Mobile applications make these learning management systems even more accessible. 
Immersive learning experiences
Making learning fun is something that challenged teachers long before the current crisis. Another pressing issue has been how to show students certain topics that may be otherwise impossible to illustrate. 
Enter virtual reality (VR), a technology that can provide immersive experiences for the user. VR lets students experience concepts, processes and skills over and over again until they master the subject. A well-built VR educational system could accommodate all development levels while also helping students get more out of the learning experience. 
Related: 5 Ways Entrepreneurs Can Keep Their Children Busy and Learning While You Get Work Done
Making VR accessible to educators and students is no easy task. One partnership between Lenovo and Veative Labs seeks to increase accessibility to this new way of learning. Many of Veative’s collection of 550 interactive STEM modules are now available on Lenovo computers though Lenovo’s new Distance Learning Solution or on Lenovo’s VR devices through its new VR Classroom 2.0 solution. 
Grades four and up can use the standards-based modules. They cover areas like science, math, SAT and ACT preparation and Career Technical Education (CTE) pathways for health sciences and agriculture. 
This immersive education content offers a way for teachers to explain complex concepts through virtual tours and VR modules. The technology also helps teachers and school leaders track progress and create unique learning opportunities for all students. 
Online test taking
Another obstacle to progress in remote education has been finding a way to administer tests wihtout cheating. During this current school year, testing authorities were forced to cancel SAT and ACT exams and adapt the Advanced Placement (AP) credits program. 
Early solutions already suggest that testing can move online. Already used by some colleges and universities, Proctorio is an online proctoring tool that monitors students who take online tests. This “learning integrity platform” operates as a Chrome browser extension. It combines facial detection technology and a suite of automated tools along with numerous security features to protect student and educational data. 
Related: Entrepreneurship Programs Are Preparing Students to Become Pioneers
Additionally, Proctorio incorporates plagiarism detection to ensure that any content-focused exams—for example, those that require short answers or an essay —only include original student work. Numerous screening tools also help prevent other cheating methods that students might try to employ. 
Still, questions about remote learning remain. Applications and tools will need to continue to evolve to address physical education classes and labs, sports teams and competitions, band and choir and other educational programs. There are also other areas to consider that have little to do with books and tests but are just as crucial — for example, social learning, including playground dynamics, friendships and human connections. 
Related: 10 Tips for Entrepreneurs to Actually Get Work Done While Homeschooling Kids
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douglassmiith · 5 years ago
Text
How Remote Education is Evolving During the Crisis
May 7, 2020 5 min read
Opinions expressed by Entrepreneur contributors are their own.
Over the last decade, online education has grown significantly, especially for adult learners who want to earn a degree or certificate while working full-time. The National Center for Education Statistics (NCES) reported 6.6 million students enrolled in distance education courses at postsecondary institutions during the fall of 2017. 
Within the last few years, high schools have also started exploring ways to add remote learning options, including dual-enrollment courses in partnership with local community colleges. Although the majority of these courses were offered solely on the high school campus, recent NCES research noted growth in online options.
Related: Google Play Replaces Family Apps With ‘Teacher-Approved’ Kids Tab
Fast forward to today, and suddenly online education is no longer optional. In fact, all schools at all levels must immediately migrate to some type of remote education format. Although some schools had already begun the digital migration, the majority of institutions weren’t ready. But when faced with the task of making a quick change, online education became a mandated reality. 
Our new reality may help push remote education even farther forward. Thanks to the urgency of the situation, technology has stepped up to show educators, students and parents what remote education might soon look like. 
Learning management systems 
Learning management systems create a seamless digital learning environment with all the tools necessary for remote learning. These platforms house front-end areas used by students and parents in addition to back-end areas where teachers and administrators can post assignments, add and change grades and interact with students through virtual classrooms. 
Numerous school districts already use this type of platform, allowing parents and students to see assignments and grades. But in the last several months, the learning management systems have became a crucial foundation for building out comprehensive remote education frameworks that integrate other learning tools. 
For example, PowerSchool Unified Classroom gives teachers a way to create custom virtual classrooms that connect to a student and parent dashboard. There are options to incorporate additional recordkeeping tasks for matters such as disciplinarian issues, attendance tracking and standardized testing scores. These learning management systems streamline communication and work for both schools and students.
The dashboard view shows the teacher’s current classes, upcoming assignments, messages, grades and other content. The student version has additional features, such as tools to submit assignments, discussion boards and online quizzes and test apps. Each virtual classroom can be enriched with videos, presentations, visuals, and links to other educational resources. Mobile applications make these learning management systems even more accessible. 
Immersive learning experiences
Making learning fun is something that challenged teachers long before the current crisis. Another pressing issue has been how to show students certain topics that may be otherwise impossible to illustrate. 
Enter virtual reality (VR), a technology that can provide immersive experiences for the user. VR lets students experience concepts, processes and skills over and over again until they master the subject. A well-built VR educational system could accommodate all development levels while also helping students get more out of the learning experience. 
Related: 5 Ways Entrepreneurs Can Keep Their Children Busy and Learning While You Get Work Done
Making VR accessible to educators and students is no easy task. One partnership between Lenovo and Veative Labs seeks to increase accessibility to this new way of learning. Many of Veative’s collection of 550 interactive STEM modules are now available on Lenovo computers though Lenovo’s new Distance Learning Solution or on Lenovo’s VR devices through its new VR Classroom 2.0 solution. 
Grades four and up can use the standards-based modules. They cover areas like science, math, SAT and ACT preparation and Career Technical Education (CTE) pathways for health sciences and agriculture. 
This immersive education content offers a way for teachers to explain complex concepts through virtual tours and VR modules. The technology also helps teachers and school leaders track progress and create unique learning opportunities for all students. 
Online test taking
Another obstacle to progress in remote education has been finding a way to administer tests wihtout cheating. During this current school year, testing authorities were forced to cancel SAT and ACT exams and adapt the Advanced Placement (AP) credits program. 
Early solutions already suggest that testing can move online. Already used by some colleges and universities, Proctorio is an online proctoring tool that monitors students who take online tests. This “learning integrity platform” operates as a Chrome browser extension. It combines facial detection technology and a suite of automated tools along with numerous security features to protect student and educational data. 
Related: Entrepreneurship Programs Are Preparing Students to Become Pioneers
Additionally, Proctorio incorporates plagiarism detection to ensure that any content-focused exams—for example, those that require short answers or an essay —only include original student work. Numerous screening tools also help prevent other cheating methods that students might try to employ. 
Still, questions about remote learning remain. Applications and tools will need to continue to evolve to address physical education classes and labs, sports teams and competitions, band and choir and other educational programs. There are also other areas to consider that have little to do with books and tests but are just as crucial — for example, social learning, including playground dynamics, friendships and human connections. 
Related: 10 Tips for Entrepreneurs to Actually Get Work Done While Homeschooling Kids
Website Design & SEO Delray Beach by DBL07.co
Delray Beach SEO
Via http://www.scpie.org/how-remote-education-is-evolving-during-the-crisis/
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