The course, Programming for Everybody, taught by Charles Severance (on the Coursera platform and at Dr. Chuck Online), introduces participants to Python programming and provides them with the tools to turn around and teach those concepts themselves — or simply to continue their own training in programming.
edX has teamed up with CourseTalk to provide a platform for course reviews that includes star ratings and in-depth comments.
This coming fall, Coastal Carolina University in Conway, SC will be rolling out a unique curricular initiative throughout its English Department that administers digital badges to students who demonstrate mastery in the critical skills outlined in first-year writing courses.
Crestron is now shipping the TSS-752, a room scheduling touchscreen with a 7-inch widescreen color display designed to provide at-a-glance meeting and scheduling information.
Worldwide PC shipments declined 1.7 percent in the first quarter of 2014 as compared to the same period in the previous year, according to market research company Gartner. The decline is the smallest the segment has seen in the last seven quarters.
Higher ed institutions around the globe are exploring the potential of adaptive technology to revolutionize the way students learn.
As institutions put more stock in learning analytics, campus technology leaders explore how a culture of openness could make the difference between success or failure for the rising technology.
Smart Technologies has introduced the Smart Board 6065, the first model in a new line of interactive flat panels for education.
Not even a month after Wichita State University said it was teaming up with Blackboard to create a new approach for delivering student services, the University of Arkansas announced that it would be working with the education technology company to analyze the marketability of its online degree programs.
Lambton College is developing a pilot program to test out gaming in six of its courses — including first-year math, electrical circuits, and hair removal — to see if the use of game-playing improves attendance rates and student engagement.