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Mobile Computing Articles

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


Report: Wearables Continue Counting Off Growth

The wearables market retains its steady growth, rising 17 percent in the fourth quarter of 2016 compared to the same period in the previous year, according to International Data Corporation's recent Worldwide Quarterly Wearable Device Tracker report.

Savannah College of Art and Design Introduces AR-Trackable Catalog

Building on the success of its VR-enhanced acceptance letter packages in 2015, the Savannah College of Art and Design has introduced a college catalog with augmented reality (AR) technology.

Using AI Chatbots to Freeze ‘Summer Melt’ in Higher Ed

Georgia State University partnered with AdmitHub, a Boston-based ed tech startup, to test out text-based intervention to help reduce "summer melt," or the dropout of students who accept admission but do not show up for fall enrollment. GSU launched "Pounce,” the first virtual assistant in the United States to use the company’s conversational AI technology.

Immersive Education: AR Comes of Age

For augmented reality to succeed in education, there's more required than just cool experiences.

Ready4 Test Prep Apps Connect Admissions, Recruitment, Marketing Teams to Prospective Students

Ready4, a company that offers free mobile apps that prepare students for college entrance exams, has partnered with MIT, Georgetown, UNC, Boston College, Monash University and more than 30 other universities worldwide to help them engage and recruit prospective students worldwide.

Technology and the Future of Online Learning

As online learning continues to evolve, technologies like gamification and simulation are poised to advance student engagement and success.



ISTE Releases Program for Annual Summer Conference

The International Society for Technology in Education (ISTE) today released the program for the annual ISTE Conference & Expo in San Antonio, TX, June 25-28.

Augmented and Virtual Reality Spending to Double in 2017

A new spending analysis from International Data Corp (IDC) predicts worldwide revenues will double this year — from $6.1 billion in 2016 to 13.9 billion in 2017. Furthermore, AR/VR spending is expected to accelerate over the next several years, achieving a CAGR of 198 percent over the 2015-2020 forecast period and reaching $143.3 billion in 2020.

Immersive Education: VR Comes of Age

Despite all the headlines and conference coverage of virtual reality (VR) for education over the last year, the technology is still gaining speed — residing at that sweet spot in the hype cycle where, when you place headsets on people and gently guide them to turn around to gain a full view, they tend to gasp and say, "Oh, wow."

Students Who Comment More in MOOCs Have Higher Rates of Completion

A recent study found that students who comment more on massive open online courses (MOOCs) are more likely to complete the course than those who do not comment.