Campus Technology | 21st Century Campus
AV & Interactive Technologies for Higher Education


  • Crowdsourcing for Massive Engagement

    London School of Economics and Political Science embarked on a crowdsourced, gamified approach to education and citizenship, harnessing the massive open online space to engage a community of learners in writing a model UK constitution.

  • Curating Tech Developments in Online Learning

    The new "Virtually Inspired" website will bring together the latest deployments of cutting-edge online learning technologies.



  • Students Delay Getting Course Material, Face Poorer Grades

    More than seven in 10 students (72 percent) wait until a new course has started before they invest in course material. Another 27 percent never buy the course material at all. These results come from a survey done in May 2016 of 500 currently enrolled college students by Wakefield Research on behalf of VitalSource.

  • Worldwide Revenues for AR and VR to Increase $156.8 Billion by 2020

    Worldwide revenues for the augmented reality (AR) and virtual reality (VR) markets are expected to grow from $5.2 billion in 2016 to more than $162 billion in 2020, according to research done by the International Data Corporation (IDC). The $156.8 billion increase represents a compound annual growth rate of 181.3 percent over the 2015-20 forecast period.


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