Description

The year 2016 is when Virtual Reality has finally become a mainstream product, with major investment by some of the leading developers in the IT and smartphone sector (e.g. HTC, Samsung, Sony). Whilst the Virtual Reality (VR) devices being launched this year are usually associated with gaming and entertainment, their potential in education is also being explored.

Education Projects

More from this issue

Find out about new developments and planned festivities at the CREST awards celebrates 30 years.

Jan 2016
Journal Article

In July we heard that responsibility for the FE and Skills sector will soon come under the remit of the Department for Education (DfE). This could...

Jan 2016
Journal Article

Alan Turing is now a household name, and in Britain he is a national hero. There are several biographies, a handful of documentaries, one...

Jan 2016
Journal Article