"The majority of students have access to smartphones and laptops at their colleges and universities, but more expensive technologies, such as augmented/virtual reality headsets and 3D printers, are only available to 4 percent and 3 percent of students, respectively. "—Source: Campus Technology
WHY THIS MATTERS:
Immersive technologies offer a bold new world of learning experiences, but with very few students actually getting to use this kind of cutting edge tech, there is a clear access problem in higher ed. How is your institution working to create more availability for experiential technologies across various disciplines?