We live in a time when technology is more prevalent than ever. It has become a key part of our everyday lives and drastically affects many areas of society in positive ways, including education. Educational institutions not only use these technologies day-to-day, they also invest in and undertake ventures in Ed-Tech (education technology) involving ‘gaming’ developers to create tools that assist teachers and accelerate student learning. This piece explores the factors inducing many creators to pursue technological ventures in healthcare and education and discusses the development of Global-E, a prototype for an educational business studies game.
This study describes how Augmented Reality (AR) can be used in educational settings to help engage pupils in STEM-related subjects. AR is strongly becoming a huge medium for consuming digital content, its potential use cases in education is one of the most highly anticipated area of innovation that is bound to happen in the future. Giving educators the ability to transform the learning experience and help boost pupils learning achievements.
This research study investigates the possible influence AR can have in improving pupils interest towards STEM subjects. It follows a carefully strategic plan through a design and build project that will present the different ways in which it helps to engage and influence pupils interest in STEM.