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Mobile Learning

Education, learning, and instruction conducted by means of portable computer devices such as smartphones or tablet computers; includes apps and tablet programs.

Jan 03, 2019

Entry

Game Utilizing Math Strategies to Program Underwater Robots

Expedition Atlantis, an iPad app from Robomatter, presents mobile robot math problems in a scaffolded and contextualized manner to motivate students to use mathematics rather than “guess and check” their way through robot programming.

Jan 03, 2019

Entry

Exhibition of Museum Treasures in Augmented Reality

The BBC has launched its first augmented reality app, Civilisations AR. Developed by BBC Research & Development, BBC Arts, and Nexus Studios, the app features more than 30 fascinating artifacts from museums across the UK that have been digitally scanned and are now available to view in 3D as part of a new virtual exhibition.

Jan 03, 2019

Entry

Art Museum in Augmented Reality

Students can see the complete works of the Dutch painter Johannes Vermeer, including the Girl with a Pearl Earring, in augmented reality (AR). Google has made the paintings available on students’ smartphones.

Augmented Reality Reading App

Dec 03, 2018

Entry

Augmented Reality (AR) Environment for Story Explorers

The startup Within Limited is bringing its expertise in making experiential virtual reality (VR) to the world of augmented reality (AR). In November 2018, the company launched its first AR experience, Wonderscope, as an iOS app.

News for Elementary School Students

Dec 03, 2018

Entry

News Experience Designed for Children

Xyza is a news experience made just for elementary and middle school–aged children. Whether reading, watching, responding, or contributing, students get the opportunity to learn about the events that are occurring in the world right now. Xyza’s news stories cover politics, world events, entertainment, sports, arts, culture, science, technology, and more.

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