Mixed reality is preparing students for the collaborative workforce

Is your college looking for a way to improve workforce development? Check out mixed reality.

At EDUCAUSE 2018, educators from Case Western Reserve University (CWRU) shared how the university is developing and implementing small- and large-scale immersive augmented reality and mixed reality learning resources with great success.

The projects stem from the university’s Interactive Commons, which explores how cross-departmental teamwork and new technologies can foster innovation and new ways of teaching and learning. So far, they have yielded a fair amount of data, along with increases in student engagement, time savings, and more positive learning experiences overall.…Read More

Shenandoah U debuts two one-of-a-kind majors

In a technology lab at Shenandoah University in Virginia, students battle monsters, partake in lunar landings, experience a Civil Rights-era sit-in, and play soccer in rocket-powered cars.

The Shenandoah Center for Immersive Learning (SCiL) lab is the university’s tech hub and the home of the school’s virtual reality and esports programs.

Preparing tomorrow’s leaders
Starting in 2019, Shenandoah will be one of the first schools in the country to offer degrees in both these programs: a Bachelor of Arts and a Bachelor of Science in virtual reality/augmented reality (AR/VR) design and a Bachelor of Science in esports.…Read More

Here’s how your campus can tap into extended reality

Extended reality has enormous implications for higher education, but the challenge lies in ensuring these technologies are both evenly distributed and used appropriately for teaching and learning.

Extended reality–including augmented and virtual reality–is becoming more widespread, offering not only high-end expensive options, but increasingly affordable and accessible options via smartphones. And as extended reality becomes more accessible, its ability to impact teaching and learning becomes more real.

EDUCAUSE and HP collaborated on the Campus of the Future: 3D Technologies in Academe project, which focuses on a subset of extended-reality technologies, namely virtual reality, augmented reality, 3D scanning, and 3D printing. The project involves 11 institutions and is intended to identify innovative ways these 3D technologies are used, how they are impacting learning, and what lessons can be extrapolated for future use.…Read More

5 technologies that will help colleges meet digital-age students’ expectations

Most students entering college have grown up with digital technology. It touches nearly every aspect of their lives, and they view it as a critical requirement for a quality education. So, it should come as little surprise that students expect advanced technology at the center of nearly every key administrative and educational process.

Indeed, 87 percent of U.S. students consider the technology savviness of colleges to be important when applying for admission, according to a recent Ellucian-Wakefield Research survey, and 97 percent say technologies supporting their education outside the classroom are just as important.

Not only that, modern students have been conditioned as digital consumers to expect a certain level of personalized service from their favorite schools. They want to see that their school has invested time in figuring out their needs, has assembled ideas or programs to address them, and is sending tailored communications that feel as if the institution really knows them.…Read More

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