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August 29, 2016

In this week’s news, 5 ways colleges and universities can harness virtual reality for services beyond the campus tour. Also, why capturing the attention of “stealth” students is critical for admissions; new federal policies aim to separate credentialing from learning to benefit students; and new courses offer insight from game developers and design engineers on the growing eSport industry.

Leave your comments with the stories, email me at mstansbury@ecampusnews.com, or find me @eSN_Meris on Twitter.

Best,
Meris Stansbury, Editor


TODAY'S TOP NEWS
 
5 ways to practically incorporate virtual reality
virtual tour

Right now, there’s a lot of talk about virtual reality (VR) across many industries, including higher education. Everybody seems to agree that VR is going to have a major impact, but when you ask “When?” the general answer seems to be…soon!

The “stealth student” applicant becomes growing concern for admissions
stealth-student-applicant

Officials in college and university admissions departments are increasingly working to connect with an elusive new applicant demographic: the “stealth student.” The alliterative descriptor has caught on in higher ed circles, as has the recognition that capturing the attention of these unknown students—whose first contact with a school’s admissions department…

6 reforms that will move “credentialing” away from “learning”
digital credentials

The federal government should adopt policies that separate learning from credentialing to help individuals more effectively demonstrate educational mastery to prospective employers, asserts a tech policy think tank in a new analysis. Why It’s Time to Disrupt Higher Education by Separating Learning From Credentialing, from the Information Technology and Innovation…

Growing eSports niche explores big data and gaming behaviors
esports gaming

University of Nevada, Las Vegas students will be able to explore the eSports phenomena in today's popular culture through an innovative new fall course from the International Gaming Institute (IGI). In the eSports Lab, students will explore multiple facets of eSports and produce presentations and business plans relevant to the…

TRENDING TODAY
 
5 ways higher ed’s social media use has changed from 2015 to 2016

If 2015 was the year colleges and universities began using social media like any other media-savvy millennial, 2016 is the year of refinement and targeted purpose. From a surge in ‘Pay to Play’ and post curation to new measures of determining success, higher education is becoming a social media leader.

5 myths to debunk about online education

A new myth-busting report found that online education has expanded higher education access to students who previously might not have enrolled in it due to time and financial issues. In fact, 50 percent of online college students said they "would not," "probably would not," or were "unsure" if they would…

Growing Trend: Internet of Things expands into college and university curricula

The Internet of Things (IoT) is coming (well, actually, it's here), and with it, a demand for skilled graduates who know the ins and outs of connected devices. Higher-ed institutions are working to not only address the challenges the IoT presents from an IT perspective, but also are addressing the…


 

What if you could predict the answers to:

Which applicants will be successful on your campus?
Which students are at risk?
Who are the alumni most likely to give?
What is your projected enrollment over 5 years?
What is your reputation on social media?
makerspace MIT

 

Well now you can...click here to learn how a new, user-friendly, web-based application can make it easy to view all available information about your students, faculty, campus, community, and donors.

 

Discover More Now!

 


 

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