All 21st Century Skills After School Programs Artificial Intelligence Arts Assessment Astronomy Bilingualism Blended Learning Bullying Prevention Character Education Chemistry Coding Collaborative Learning Creative Thinking Creativity Critical Thinking Dance Design Thinking Digital Citizenship Digital Skills Displaced Children Drama Early Childhood Education Economically disadvantaged EdTech Educator training Empathy Employability Engineering Entrepreneurship Equity Financial Skills Game Based Learning Gamification Gender Equality Global Citizenship Health Inclusion Language Learning Leadership Learning By Doing Learning Environment Literacy Math Media Literacy Mental Health Mentoring Middle School Education Mindfulness Music Nature Numeracy Online Learning Open Educational Resource Outdoor Parents Personalized Learning Physical Education Play Primary Education Problem Based Learning Professional Development Project Based Learning Public Schools Reading Real World Learning Robotics Rural Education Science Secondary Education Self-esteem Skills Social Emotional Learning Soft Skills Special Needs STEAM STEM Storytelling Student-led Student Voice Sustainability Sustainable Development Goals Teacher Training Technology Visual Arts Wellbeing Whole-school Model Writing Youth Empowerment
Impulse Neiry is a bundle of hardware and software - virtual reality headset with built-in brain-computer interface, VR-games for education and application to track students progress. Our in-house BCI
solutionEducating Educators for the Future
The change from in-school to online and remote learning has been quick, drastic and unprecedented in the world of education. We have seen the educator community come together by sharing resources, exp
innovationPHASE 4 Learning Center, Inc.
Breaking the school-to-prison pipeline through Innovative and unique approach of academic and career success. Focused on relationships, acceptance, tolerance and celebration of diversity, PHASE 4 tr
3D printing, virtual reality (VR) and augmented reality (AR) take Maker Culture and studying STEAM subjects at school to a whole new level. This model presents how to utilize new technologies from a p
3D-tulostus, virtuaalitodellisuus (VR) ja lisätty todellisuus (AR) vievät maker-kulttuurin ja STEAM–aineiden opiskelun kouluissa aivan uudelle tasolle. Tässä mallissa esitellään, kuinka uusia teknolog
innovationFrom High School to University
A model for creating personalized learning paths from high school to university using virtual reality.