Remove Assessment Remove Classroom Remove Differentiated Instruction Remove Sony
article thumbnail

Five Ethical Considerations For Using Virtual Reality with Children and Adolescents

MindShift

All the major players, including Microsoft, Sony, Samsung, Google and an HTC and Valve partnership are jostling for the consumer headset market. They were moving and creating in the middle of a classroom full of their peers, where five minutes before they would have hesitated to raise their hand to give a response.”.