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.
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.
Ninety-four percent of higher education institutions in a recent survey said they use Apple's iPad to enhance learning, while 80 percent use Mac devices.
For augmented reality to succeed in education, there's more required than just cool experiences.
A new collaboration between Unizin and Instructure will extend the quantity and quality of data in the Canvas learning management system.
A new research initiative from McGraw-Hill Education and Colorado State University is exploring the use of learning analytics to boost retention.
The ISACA (Information Systems Audit and Control Association) released “The Future Tech Workforce: Breaking Gender Barriers,” a report from its global survey of more than 500 women working across a range of tech industries. The report looks at why women are underrepresented in the field and identifies the top five barriers experienced by women in tech.
Consulting and research firm Adventures released its 2017 Higher Education Technology Landscape Report, which provides ongoing analysis of the technology market to support higher education decision-makers tasked with choosing products from hundreds of vendors.
Interactive flat panel displays (IFPDs) did well in the education and corporate markets last year, selling one million units in 2016, according to a recent report by market research firm Futuresource Consulting.