How ed tech leaders benefited from networking at FETC 2020’s Expo Hall
Attendees got an exclusive sneak peek at these upcoming products that will help their schools pursue various initiatives, from managing emergency response and improving special needs accessibility to implementing augmented reality and virtual reality technology, artificial intelligence, and robotics in the classroom. Vendors revealed for the first time other solutions that increase student engagement and deliver standards-aligned instruction.
School leaders interested in current offerings met one on one with solution providers to learn how specific products and services could benefit their institutions. The Expo Hall also featured FETC®’s first Esports Gaming Arena and the AR MR VR Experience Sandbox.
One of the new security platforms introduced at the Expo Hall included a solution that monitors user accounts to prevent and, when required, remediate takeovers. Another vendor released three new sensors that combine sensing technology with video security and AI. “These sensors work together to provide real-time data and video footage for schools,” the representative said.
New strides in face detection were also showcased. A video review and collaboration tool provider just added this technology to a recently released video collaboration tool.
Education leaders saw for the first time a new integration for a student information system that will provide real-time snapshots of where students and staff are in the building at any time—and where they are scheduled to go.
A coding robot designed with oversized wheels to help it roll over any terrain was also unveiled. It features built-in obstacle avoidance for zooming around barriers.
“It’s very durable and can operate in a range of environments,” said the vendor.
Consultations, demonstrations and interactions
Esports consultation services and products were included in the Expo Hall. Attendees spoke with experts about how to plan, implement and expand esports initiatives while playing the actual games themselves. Some solution providers set up esports tables and chairs to give attendees an idea of what a gaming center could look like.
Expo Hall-goers also saw various robots in action—and controlled them. Models ranged from spiderlike machines with six legs to two-wheeled robots that can “grow” with students.
Additionally, numerous methods of displaying content in the classroom were showcased, from interactive screens to projection displays that mount on walls to tall mobile stands. One touch panel was flanked by two whiteboard frames. Other screens could be mounted to walls, tables and wheel-equipped desks. A unique option required people to step on projected objects on the floor to interact with the display solution.
Administrators who wanted to create more immersive environments viewed various makerspace layouts and browsed furniture on display, including mobile teaching stations and charging and storage device carts. Many education officials could interact with various accessories and fittings. Some “rode” a stationary bike attached to a storage platform and tossed or rolled a microphone ball to one another while sitting on cork-shaped comfortable seats.
And, yes, there was a District Administration booth. We hope you stopped by!
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