The University of Washington's Center for Game Science has been testing an adaptive game-based platform that is showing promise in promoting mastery of algebra concepts among students in grades K-12.
Cheap, flexible computing devices may be one step closer to reality, thanks to researchers at the University of Iowa and New York University.
The number of wearable computing devices sold in the United States will triple in 2014, according to a new forecast from market research firm International Data Corporation, to top 19 million shipments.
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.
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.
Purdue University researchers are figuring out a way to make smartphones smarter. The goal is to enable the devices to "understand" and identify and tag objects that appear in a camera's field of view.
People who play massively multiplayer online games don't necessarily prefer the company of avatars to live humans. In fact, reports new research supported by the United States Air Force Research Laboratory, online gaming expands players' social lives.
New York University has confirmed the effectiveness of a Stanford University-run online program designed to accelerate learning for students K-12 schools.
Mimi Ito, professor in residence in the departments of Anthropology and Informatics at UC Irvine, shares ideas for building stronger connections between formal and self-directed learning.
American campuses are scrambling to keep up with continued explosive growth in the use of mobile devices but their toolsets and practices for managing that growth don't always sync with their needs.