Last year, a team led by Vivienne Sze, an associate professor of electrical engineering and computer science at MIT, developed an energy-efficient chip designed for neural networks that might allow them to run on smartphones.
Researchers at Vanderbilt University have developed a machine that could be placed in your clothes to harvest energy from the movement of your body and charge electronic devices.
Blackboard today unveiled Blackboard Instructor, a mobile app designed to help faculty manage their courses, engage students and complete course-related activities inside and outside the classroom.
Penn State University Director of Education Technology Kyle Bowen tells CT how older computer labs can be transformed into new spaces that support engaging, targeted learning experiences — often minus the computers.
Two major coding bootcamp operators, Dev Bootcamp and The Iron Yard, are shutting down, citing the lack of a viable business model for a nascent market.
Designed to be a headset for the masses, startup company Mira’s new Prism headset for iOS aims to be an affordable option for individuals with an iPhone or iPad to experience augmented reality.
Kahoot!, the popular game-based learning platform, has added $10 million of funding to its series A financing round, the company said Wednesday. A group of new private investors from Norway, where Kahoot! is based, led this series A extension funding round, joining current investors Microsoft Ventures, Creandum and Northzone.
Zagg, a Salt Lake City-based mobile device accessories company, today has introduced a wired keyboard for all Apple iOS devices with a Lightning connector.
Market research firm Technavio has identified the top five vendors in the global augmented reality (AR) in education market. The companies are EON Reality, DAQRI, GAMOOZ, Magic Leap and QuiverVision.
According to the latest Worldwide Black Book forecast from International Data Corp., worldwide IT spending will increase by 4.5 percent in 2017, rebounding from last year's growth of 2.5 percent.