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AV & Presentation


Are 'Smart' Classrooms the Future?

Indiana University explores that question by bringing together tech partners and university leaders to share ideas on how to design classrooms that make better use of faculty and student time.

Report: Increased Access to Emerging Tech Key to Student Success

While students are starting to gain more access to augmented/virtual reality headsets and 3D printers, a new report from Educause says ensuring access to these technologies is important to students' academic success.

NEC Intros Infinity Board for Collaboration

NEC Display Solutions has introduced a new collaboration tool that is intended to include everything needed to set up collaboration among multiple locations. Infinity Board includes hardware and software to "elevate" the interactive meeting experience.

Engineering Schools Try Active Learning Classrooms to Lift Retention

Two engineering schools, one in New Mexico and the other in Texas, are investing in active learning classrooms to increase freshman retention, including among Hispanic women. New Mexico State University and Texas A&M University are turning to spaces that are set up to encourage teamwork and use furniture that integrates with technology.

Gartner: Immersive Experiences Among Top Tech Trends for 2019

IT analyst firm Gartner has named its top 10 trends for 2019, and the "immersive user experience" is on the list, alongside blockchain, quantum computing and seven other drivers influencing how we interact with the world. The annual trend list covers breakout tech with broad impact and tech that could reach a tipping point in the near future.



Benchmarking Higher Ed AV Staffing Levels — Revisited

As AV-equipped classrooms on campus increase in both numbers and complexity, have AV departments staffed up accordingly? A recent survey sheds some light on how AV is managed in higher education.

U Conn Students Work Hands-on with Data Analytics and IoT Through Aquaponics Project

With more employers looking for specialized skill sets, the University of Connecticut's Operations and Information Management Innovate initiative is working to give students real-life experience with 3D printing, internet of things, virtual reality and microcontrollers. In 2018, the program started to work with the university's Spring Valley Student Farm to deploy sensors and data analytics to help monitor real-time conditions in its aquaponics greenhouse.

Bringing Primary Source Materials to Life with AR

At Washington College, students become curators, using augmented reality to create museum exhibits of materials that otherwise require restricted physical access.

Educause Explores Future of Extended Reality on Campus

An Educause project is examining the integration of 3D technologies — 3D scanning and printing, virtual reality and augmented reality — into education to create "extended reality."

Berkeley College Faculty Test VR for Learning

In a pilot program at Berkeley College, members of a Virtual Reality Faculty Interest Group tested the use of virtual reality to immerse students in a variety of learning experiences. During winter 2018, seven different instructors in nearly as many disciplines used inexpensive Google Cardboard headsets along with apps on smartphones to virtually place students in North Korea, a taxicab and other environments as part of their classwork.

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