Discover information and tools designed to inspire educators with advances in education technology.

Unstandardized conversations

As life, work and technology evolve, curriculum and pedagogy must adapt.

Digital humanities

Roundtable discussions

Each discussion focuses on the role of technology within the educational sphere. Watch passionate leaders and professors discuss how technologies, including VR and AR, play their role in helping students succeed through educational technology. ​

Meet the leaders

These education experts and innovators are helping lead the way in bringing the classroom of the future to all students. View and listen to all 10 thought leaders by scrolling below.

Eric Klopfer, Phd

Eric is a professor and the director of the Scheller Teacher Education Program at MIT where he also leads the university’s Education Arcade.

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Christopher Dede, Ed.d.

A professor at The Harvard Graduate School of Education, Chris develops educational systems to meet today’s opportunities and challenges.

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Randall Rode, Director

Director of Blended Reality Applied Research, Yale University. He connects faculty and students with resources to enable their research and project work with virtual reality, augmented reality and 3D print technologies.​

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Dan Pacheco, Horvitz Chair Of Journalism

Dan is Professor at the Newhouse School of Public Communications at Syracuse University. He explores the intersection of journalism and technology.

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Brant Steen, CIO

Brant is CIO/Associate Vice President of Technology and Innovation at Bucks County Community College, Pennsylvania. He pursues the smooth transition of introducing XR technology into curriculum.

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Marta Figlerowicz, PhD

Marta is an assistant Professor of Comparative Literature and English, Yale University. She also writes literary and cultural criticism for major publications.

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John Stuart, Associate Dean

John drives student success in new technology as Associate Dean for Cultural and Community Engagement Florida International University’s College of Communication, Architecture, and the Executive Director, Miami Beach urban studios.

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Maya Georgieva, Director

Director, Digital Learning and XReality Center, The New School. Her work focuses on the future of learning and the impact of immersive storytelling and XR on education and society. ​

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Kel O’Neill

Kel is a director, writer and producer with a passion for technology, art and documentary. He is co-owner of the creative studio Jongsma + O’Neill.

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Education evolving

For students to thrive in our digital society, education must take an evolutionary leap. Our content collection explores how learning is being reinvented around the world.

New realities in education

Read real case studies from schools who have adopted extended reality and learn how to make AR/VR a reality in your classroom.

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The ultimate guide to educational technology benefits

How to evaluate the Value of Investment (VOI) and students with skills employers demand.

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Are classrooms plugged into reality?

Get the facts on AR and VR usage in classroom around the globe and how it can elevate learning across various subjects.

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Unstandardized conversations

In the first of a new series of podcasts, education experts discuss the role of AR, VR and 3D printing in the classroom of the future.

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HP’s commitment to education

HP commits to enable better learning outcomes for 100 million people between 2015-2025.

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Building the classroom of the future for all students, everywhere.

HP partners to deliver quality technology-enabled learning

HP World on Wheels brings digital literacy, education, and entrepreneurship across India.

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HP, UNICEF and the Clooney Foundation for Justice team up to put nearly 4,000 refugees back in school.

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HP LIFE, a program of the HP Foundation, provides free online business and IT training.

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Creating blended, project-based learning opportunities around the world.

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Disclaimers

Students under the age of 13 should only use the technology under the direct supervision of a parent and/or teacher and in accordance with the manufacturer’s user guide in order to reduce the risk of personal injury, discomfort, property damage, and other potential hazards and for important information related to students’ health and safety when using the headset. Use should be limited per the needs of the individual user. The technology may require software, third-party applications, and/or minimum system requirements.