Posts Tagged ‘Hardware Systems’

Using Telepresence Robots to Support Students Facing Adversity

Telepresence robotics allows students who are temporarily unable to attend their classes to continue participating remotely. In higher education, we often encounter students who are experiencing unexpected setbacks that impact their ability to attend class. Whether it’s due to a car accident, a family emergency, or an illness, the inability to get to class can […]

Robotics in Education

Social Robotics  Robotics is the current trend. Maybe there is too much emphasis on it. Moreover, the meanings associated with it are different, as shown by the meeting promoted by both Italian Society for Research on Media Education (SIREM) and Elearning, Media, Education and Moodlemot (EMEM) Italia 2016, as well as the more recent conference “Giocare a pensare. […]

A Review to Weigh the Pros and Cons of Online, Remote, and Distance Science Laboratory Experiences

The effectiveness of traditional face to face labs versus non-traditional online, remote, or distance labs is difficult to assess due to the lack of continuity in the literature between terminology, standard evaluation metrics, and the use of a wide variety non-traditional laboratory experience for online courses. This narrative review presents a representative view of the […]

Tablets and Trees: Equipping Forestry Students with Mobile Tools for Learning in and Out of Classroom

This paper presents the case of how a department of applied science went about implementing a tablet initiative in a two-year diploma program. Tablets were a required tool for entry into the program with a goal of reducing textbook purchase costs for students, mirroring industry standard practices in mobile device usage, and enabling collaborative and […]

Ohio State, Apple expand initiative to create first ‘Digital Flagship University’

This fall, Apple will deploy iPads to all 10,700 first-year students. It follows a small but successful pilot this year that involved about 130 students. edscoop

Changing Mobile Learning Practices: A Multiyear Study 2012–2016

Since the first iPhone was invented in 2007, mobile devices have progressed from a convenience in our daily lives to a necessity. In higher education, the use of mobile technologies in learning has also increased rapidly over that 10-year period.1 Given mobile’s changing nature and affordances, however, it is still unclear how to best integrate […]

Download Report: Student Access to Digital Learning Resources Outside of the Classroom

Student Access to Digital Learning Resources Outside of the Classroom Student Access to Digital Learning Resources Outside of the Classroom draws upon nationally representative data sources, existing research, and relevant state and local intervention efforts to examine the five research areas designated in the Every Student Succeeds Act (ESSA) and to provide a comprehensive picture […]

Google thinks it’s close to “quantum supremacy.” Here’s what that really means

Seventy-two may not be a large number, but in quantum computing terms, it’s massive. This week Google unveiled Bristlecone, a new quantum computing chip with 72 quantum bits, or qubits—the fundamental units of computation in a quantum machine. As our qubit counter and timeline show, the previous record holder is a mere 50-qubit processor announced by IBM last year. […]

Change on the Horizon

As Washington & Lee University has found, there is no best approach for introducing virtual reality into your classrooms — just stages of faculty commitment. Campus Technology 

Top Tools for Computer Science Learning, AR/VR, and Game Design

Teachers are eager to bring computer skills into the classroom. But with a dizzying array of online tools to choose from, figuring out where to start is anything but obvious. To help navigate the ever-evolving terrain, School Library Journal hosted an hour-long conversation with four respected K–12 educators who teach coding and computer science. Library Journal