Most classrooms use traditional technology like projectors and wireless networking. Faculty design slide-centric lectures that are delivered to students sequentially. This limits the ability of faculty to improve teaching and learning through the use of digital technology and to provide virtual lessons.
Goals and Objectives
Empower faculty and equip classrooms with technology that transforms the teaching and learning experience, utilizing new pedagogical approaches including flipped classroom and gamification concepts.
Enterprise hardware, personal devices, IaaS, module/sensors, AR/VR viewers, video cameras, and learning and content management systems
Use Case Summary
Smart classroom utilizes technological solutions to enable frictionless engagements in class, encouraging active participation of students with each other, the content, and the teacher.