Educational institutions across the United States have been focusing on improving science, technology, engineering and mathematics (STEM) subjects for the last decade. But it is only over the last couple of years that the Department of Education has made funding available specifically for STEM learning. Schools have started to blend technology with traditional learning approaches within classrooms and are now integrating products and solutions that include interactive learning products for STEM, such as K-12 robotic toolkits.
This report will focus on current/projected ownership of the following technologies as well as key issues faced:
Robotics and maker space technologies, X Reality (AR/MR/VR) content
Existing usage levels and use case (i.e. curriculum tied coding classes vs voluntary after class clubs)
Usage by subject matter
Key unmet wants and needs
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