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Mobile Computing Articles

Welcome to Campus Technology's article listing page for mobile computing in higher education institutions.


Top Hat Launches Courseware Online Marketplace for Higher Ed

The marketplace aims to take on textbook publishers by offering students a more affordable and engaging option for courseware than traditional textbooks. Higher ed instructors can utilize the marketplace to flip their classrooms, launch hybrid courses, gamify lessons and amplify student comprehension and engagement with digital, dynamic educational content created by other educators.

ClearScholar Deploys Content Targeting Tech in Mobile Platform

Student engagement and safety platform ClearScholar Friday launched a new feature set for institutions that leverages student data to deliver targeted content to individual students. ClearScholar Align, as the solution is called, works by combining data from disparate college systems to build individual student “personas" that enable administrators to broadly and narrowly deliver content to students.

Q1 VR Headset Shipments Display a Bright Future

Oculus Rift is out, but Oculus is in. Even as Facebook's virtual reality system had just 99,000 shipments during the first quarter of 2017, the Oculus deal with Samsung drove the latter company's shipments to five times as many units over the same period.

Apple Swift Draws Support from Robotics, Drone Makers

Lego Education said it would be pairing Mindstorms Education EV3 with the Swift Playgrounds learning platform to allow students to program their Lego Mindstorms robots and other creations with motors and sensors.

IoT to Represent More Than Half of Connected Device Landscape by 2021

The total number of devices connected to IP networks is projected to be three times the global population by 2021. Internet of things (IoT) technologies specifically are expected to represent more than half of the total 27.1 billion devices and connections.

Wearables Market Continues Kick in First Quarter

According to the latest device tracker from International Data Corporation, United States-based Apple and China-based smartphone maker Xiaomi have edged out the wearables leader Fitbit.



APLU Urges Campuses to Consider Use of Body-Worn Cameras

The Association of Public and Land-grant Universities (APLU) Thursday issued a policy brief advocating for the use of body-worn cameras (BWCs) for campus police departments. The report outlines the benefits, considerations and best practices for BWCs for campus leaders.

UC San Diego Undergrads to Create VR, AR Content in New Lab

The University of California, San Diego last month opened the doors to its Virtual Reality (VR) Lab, a facility for undergraduate students to create content for virtual environments.

You've Been Hacked! Explaining Cybersecurity to Students in an Interconnected Era

Computer hackers, also known as cybercriminals, are infiltrating our world with ever-increasing sophistication. It is critical that students understand both the benefits and risks of their devices — especially their smartphones. Educators have an important role to play in helping students understand and safely navigate an internet-connected world.

ThingLink Adds Filter Search to Interactive Digital Media Platform

Millions of classrooms worldwide using ThingLink image and video editors to create interactive digital content can now tap search filters on platform.