Trent Batson explores how a reframing of the notion of 'ePortfolio adoption' may help promote the technology.
The Rutgers University Makerspace has become a hub of creativity on campus. Here’s how it manages operations, equipment, projects and more.
Thirteen years after Nicholas Carr declared that IT had become a commodity rather than a strategic asset, information technology leaders are still debating the importance of IT in higher education.
How do you go about creating a space to support collaboration, creative problem-solving and innovation? Two institutions share their experiences.
Experts share their best advice for incorporating digital games in the college classroom.
Higher education needs to actively participate in discussions around learning analytics algorithms, transparency and data access, says UT Arlington's George Siemens.
An information technology strategic plan provides tech workers with guidance and ensures that all personnel are working in alignment with the university mission. Here are three things to keep in mind when formulating an IT strategy.
Communication is key for a successful classroom AV implementation — and that means getting the construction documents, drawings and specifications right.
North Carolina State University has developed a gamification tool that allows students to follow their own paths through coursework.
Earlier this academic year, Virginia Commonwealth University was faced with a huge logistical challenge — an international, world-class bike race would disrupt local traffic patterns and supply lines. But the university saw the event as an opportunity to offer students a week of mini-courses, using the race environment as a giant learning lab and tapping a range of technologies to support student work.