βœ‰οΈINTRODUCTION

  • In today’s digital world, finding new ways to engage students is ever more difficult. When home technologies such as mobile phones, tablets and games consoles are highly advanced, widely available and hugely popular with young children, finding educational engagement with technology in the classroom can be even harder, especially if the technology deployed there is less engaging than that of technology children use at home.

  • Virtual, Augmented and Mixed Reality technology has been available for several years, but it is only recently, towards the end of 2016, that this technology has developed to a level that will now start to rapidly penetrate the consumer space.

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