Global shipments of wearable devices will grow 29 percent over 2015 to hit 101.9 million units this year according to a new forecast from market research firm International Data Corp.
With the help of a virtual reality game their professor created, some students at Cornell University have gathered evidence that interacting with other people in a game-playing atmosphere may help them learn more.
A day after the a federal appeals court upheld net neutrality rules put into place last year by the Federal Communications Commission, the guy who heads that agency had a chance to try out virtual reality and to ask questions of Stanford University experts about how VR might affect future policy decisions.
Once the planning, design, documentation and bidding for an audiovisual installation project is complete, it's finally time for construction — and perhaps more than ever, proper coordination and communication are needed to make it to the finish line.
ProQuest has launched a new version of its reference management system, RefWorks, in an effort to simplify and improve research and collaboration workflows.
With Education Grants, students and faculty in computer science can receive free credits to use Google Cloud Platform tools.
Trent Batson explores how a reframing of the notion of 'ePortfolio adoption' may help promote the technology.
The planned acquisition of LinkedIn by Microsoft could either sound the death knell for colleges and universities put out of business by the coming "competency marketplace," or it could help schools raise their retention and graduation rates, thereby ensuring their long-term success.
The Learning Lab offers tools for creativity, personalization and publishing, and will eventually evolve with user input.
Instructors at USC's Keck School now have a new resource for flipping the classroom.