Most classrooms use traditional technology such as projectors and wireless networking. Teachers 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, modules/sensors, augmented reality/virtual reality (AR/VR) viewers, video cameras, learning and content management systems
Use Case Summary
Smart classrooms utilize technological solutions to enable frictionless engagements in class, encouraging active participation of students with each other, the content, and the teacher.