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NC University Deploys One-Touch Recording Tool for Sales Role Playing

North Carolina's High Point University has designed a new set of Sales Labs outfitted to look like a business setting, where students pursuing sales majors can hone their pitching skills under real-world role-playing conditions.

AI and Mixed Reality Drive Educational Gaming into 'Boom Phase'

Artificial intelligence and mixed reality have driven demand in learning games around the world, according to a new report by Metaari.

7 Lessons in Leading VR Research on Campus

As immersive technologies come down in price and get easier to create content for, it may be time for your university or college to set up a program to help faculty experience virtual reality and augmented reality. A pro offers seven "VITaL" lessons.

Education Helping to Drive Surge in AR & VR

Augmented and virtual reality will see explosive growth in the next five years, driving in large part by education — both K–12 and post-secondary.

Epson Debuts Interactive Laser Projectors for Classrooms

Epson has unveiled two new ultra-short-throw models in its BrightLink line of projectors, both using a “virtually maintenance-free” laser light source.



Are We There Yet? Impactful Technologies and The Power to Influence Change

How often do you hear comments like "We're just not there yet…" or "This is a technology that is just too slow to adoption…"? CT talks with veteran education technology leader Ellen Wagner, to ask for her perspectives on the adoption of impactful technologies — in particular the factors in our leadership and development communities that have the power to influence change.

360-Degree Wayfinding Kiosks Guide Students Through Library Spaces

A university library in New Zealand has added a virtual tour to help patrons find their way around the main facility, which includes some 2,000 individual and group study spaces. The University of Otago's Central Library in Dunedin now features two 55-inch screen display kiosks that allow students and others to explore the open plan building via 360-degree immersion.

University Pours $7.7 Million into Immersive Gaming Research

A New Zealand university is committing $4.5 million alongside $3.2 million in government funding to research immersive gaming. The University of Canterbury in Christchurch is using the money to assemble an international team of academic experts for its new Applied Immersive Gaming Initiative.

McGraw-Hill Teams with Startup to Develop AR Learning Tools

McGraw-Hill has announced a collaboration with ed tech startup Alchemie to develop augmented reality and three-dimensional learning tools for chemistry courses.

Project to Develop Standards for Moving Courses to VR

A Michigan university has awarded a "merit" grant to an instructor working to develop standards and best practices for moving courses to virtual reality.

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