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Campus Technology 2016


Boston, MA, EE.UU.


  • Virtual Reality and the Future of Learning
  • Problem-Solving Through Gamification in Higher Education
  • Using Data to Understand Student Behavior and Performance
  • Wearable Technology Innovations
  • Future Learning in Higher Education
  • Eye Tracking and Brain Wave Technologies for Learning
  • Developing Internet of Things Applications and Services in the Library
  • From Vision to Reality: Clemson’s High Tech Student-focused Innovation Center
  • Digital Learning for Arts Education
  • New Approaches to Online and Blended Learning in the World of STEM
Earlier Event: July 27
MasteryCon 2016