A new study from the University of Maryland found that people recall information better when it is presented to them in a virtual environment, as opposed to a desktop computer.
A joint research project at several universities found that the “persistent presence” of smartphones comes at a “cognitive cost.” Researchers in the schools of management at the University of Texas at Austin and the University of California, San Diego as well as the Department of Social and Decision Sciences at Carnegie Mellon ran two experiments to attempt to measure how well people finish tasks when their smartphones are nearby — even if the phones aren’t in use.
Using these tech tools, students and professors are reshaping what it means to get a college education.
Students expect wireless internet access everywhere on campus, and colleges and universities pay millions to provide it.
McGraw-Hill Education has added more than 50 game-based learning activities to its digital course materials. The company worked with Muzzy Lane Software to develop simulations that “provide opportunities for students to apply their learning in experiential situations that mimic real-life work scenarios,” according to a news announcement. Students access the content via the McGraw-Hill Connect digital learning platform.
This past month has revealed the incredible reality that the profession of teaching has entered a new era of embracing innovation and technology.
Adult learners face a diversity of circumstances, so educators face an uphill battle in being able to personalize learning experiences in ways that could help their students. But technology could play a role.
Digital Promise announced a partnership with the United Nations SDG Action Campaign and Oculus to launch the MY World 360° project. The new goal: to support youth worldwide in creating immersive media that shares their perspectives on how to advance the UN’s 17 Sustainable Development Goals.
Ask faculty members what they think of technology in teaching, and you’ll get a lot of seemingly contradictory opinions.
They are skeptical of online learning. But they think technology can make them better teachers. They want more high-tech tools but prefer not to do anything too complicated with them. They want more research on whether technology improves learning but often rely on colleagues when figuring out what to use.
Global spending on the Internet of Things (IoT) will grow 14.6 percent in 2018, according to a new forecast from International Data Corp. (IDC), to hit $772.5 billion. The category will more or less maintain that upward trajectory throughout the prediction period, averaging a 14.4 percent compound annual growth rate (CAGR) through 2021 and tipping the trillion-dollar mark in 2020.