The mobile app that allows access to the open source learning platform has launched a new version, 3.1.3, that makes it easier to use in areas with little or no web access.
At the University of Delaware, an ERP system upgrade led to the retirement of their legacy portal. The search was on for a portal replacement. Joy Lynam explains how the university replaced the portal with a search-based solution called OneCampus — ultimately modernizing the experience of finding campus resources for users.
To help users access rich information resources on campus, the University of Oklahoma Libraries created a mobile app with location-based navigation and "hyperlocal" content.
A team at Pennsylvania State University has published a smartphone app in the Apple App Store in order to expand the size of the user base as part of its research project.
Facebook’s Oculus division is working on a standalone version of the Oculus Rift virtual reality (VR) headset, with no wires and no connection to a PC, according to comments made Thursday by Facebook CEO Mark Zuckerberg.
Google has changed the name of its popular service Google Apps for Education to G Suite for Education. With this change comes several new features that have been added to some of the apps included in G Suite. These features use “machine intelligence” to facilitate and add more functionalities to Google Apps.
Traditional laptops and desktops are both used in 82 percent of learning environments — making them the most common form of instructional tech in the classroom, according to Campus Technology's first-ever Teaching with Technology survey.
Video calling, shopping and video streaming see the highest smartphone usage growth among millennial users, while all adult smartphone users have nearly tripled the amount of video data they consume each month.
Modo Labs is launching The Great Mobile Appathon, a mobile app development competition for students at select universities.
According to our Teaching with Technology survey, 55 percent of faculty support the idea of their institutions providing computing devices to all students, while 67 percent like the "bring your own device" approach.