This state university turned to software it already uses — its learning management system — to transform new-student orientation.
Seeking to bring the qualities of well-designed games to pedagogical assessment, the University of Michigan created a learning management system that uses gaming elements such as competition, badges and unlocks to provide students with a personalized pathway through their courses.
Here's why your campus audiovisual support department should be involved in large classroom AV construction projects from day one.
Just eight months ago, Hobsons announced its acquisition of the PAR (Predictive Analytics Reporting) Framework. Here, CT talks with Ellen Wagner, Chief Research Officer for the PAR Framework and VP for Research at Hobsons to get a brief update on the current work of PAR.
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.
The marketplace for augmented reality, virtual reality, and mixed reality technologies may be heating up. Daniel Christian, a senior instructional designer at Calvin College observes that significant R&D investments, product development, and more powerful enabling technologies are setting the stage for new AR/VR/MR initiatives in higher education.
Advanced research and education networks can be a tremendous resource for colleges and universities both large and small. So why doesn't every school take part?
The new "Virtually Inspired" website will bring together the latest deployments of cutting-edge online learning technologies.
Harvard and UC Berkeley share two different approaches to helping online business school students feel like they're attending class in person.
At the Campus Technology conference in Boston, Stephen Downes explained the difference between innovation and transformation.