Key Digital, which manufactures technology for HDTV, has introduced three new HDMI switchers that can enhance the use of campus-wide video distribution and digital signage.
Microsoft has added a couple of new features to its Office 365 Education portfolio of products for students and teachers.
The 3D printing market will reach $35.4 billion in 2020, according to a new report form International Data Corp.
London School of Economics and Political Science embarked on a crowdsourced, gamified approach to education and citizenship, harnessing the massive open online space to engage a community of learners in writing a model UK constitution.
A new integration between the Edvance360 learning management system and Panopto video platform will allow instructors to capture lectures with Panopto, import the recordings to Edvance360, and embed the content into their courses.
The marketplace for augmented reality, virtual reality, and mixed reality technologies may be heating up. Daniel Christian, a senior instructional designer at Calvin College observes that significant R&D investments, product development, and more powerful enabling technologies are setting the stage for new AR/VR/MR initiatives in higher education.
More than seven in 10 students (72 percent) wait until a new course has started before they invest in course material. Another 27 percent never buy the course material at all. These results come from a survey done in May 2016 of 500 currently enrolled college students by Wakefield Research on behalf of VitalSource.
Beginning on August 29, MIT will be kicking off its latest round of "Introduction to Philosophy: God, Knowledge and Consciousness." This time, however, some participants will have the chance to submit a paper and have it reviewed by the instructors — a first for MITx, the institution's edX portal.
The University of Nevada, Reno is expanding an existing partnership with a private party to launch an online master of public health degree in spring of 2017.
Worldwide revenues for the augmented reality (AR) and virtual reality (VR) markets are expected to grow from $5.2 billion in 2016 to more than $162 billion in 2020, according to research done by the International Data Corporation (IDC). The $156.8 billion increase represents a compound annual growth rate of 181.3 percent over the 2015-20 forecast period.