Campus Technology has officially announced the recipients of its 2017 Impact Awards (formally the Innovators Awards). After a nomination process that brought in submissions from across the country, 10 honorees were selected in five categories.
Celebrating 13 years, the Campus Technology Impact Awards recognize colleges and universities that are making an extraordinary impact with technology on campus, doing important work in the service of teaching, learning, administration and operations. These projects, both cutting-edge and well established, have made their mark on campus and on the higher ed community at large.
"When you consider the use of technology in education, one of the most important factors is impact — how it benefits students, improves teaching, streamlines costs, contributes to the community, furthers the institutional mission, etc.,” said Rhea Kelly, executive editor of Campus Technology. “These 10 projects are making a difference in higher education in a variety of inspiring ways, and we are so pleased to recognize them with this year's Impact Awards."
The 2017 Campus Technology Impact Award Winners:
Category: Teaching and Learning
North Carolina State University
Project: MyTech: Bring-Your-Own-Device Physics
A free app transforms students’ smartphones into instrumentation in the physics lab.
Project lead: David Tredwell, senior interaction designer/developer
Vendors/technologies: Developed in-house
Johns Hopkins University
Project: Reveal Image Annotation Tool
A web application helps learners explore and easily document relationships among visual materials.
Project lead: Reid Sczerba, multimedia developer
Vendors/technologies: Developed in-house
Category: Student Systems & Services
Purdue University
Project: Pattern: Quantified Self-Assessment for Students
A quantified-self app tracks students’ study behaviors, evaluates behavior changes and improves retention.
Project lead: Beth Holloway, assistant dean of undergraduate education, director of women in engineering
Vendors/technologies: Developed in-house
Oral Roberts University
Project: Global Learning Center
A digital concierge connects students to learning programs and services worldwide, including augmented and virtual reality content.
Project lead: Michael Mathews, associate vice president for innovation and technology
Vendors/technologies:
- EON Reality
- rSmart
Category: Administration
George Washington University
Project: The Deans’ Dashboard
A visual, interactive collection of high-level metrics taps into the culture of the institution to influence informed change.
Project lead: Jelena Roljevic, assistant vice president, business intelligence and enterprise information services
Vendors/technologies:
- IBM Cognos
- Informatica
- Tableau
Towson University
Project: EduCycle
A technology recycling program fulfills unmet needs by reconditioning and redeploying computers while engaging volunteers from local schools and underserved communities.
Project lead: Michael Bachman, director, client services
Vendors/technologies: Developed in-house
Category: IT Infrastructure & Systems
Unizin Consortium
Project: Unizin
A global consortium opens up access to widespread digital resources and works to improve the learning experience with technology.
Project lead: Amin Qazi, chief executive officer
Vendors/technologies:
- Canvas by Instructure
- Pressbooks
Johnson County Community College
Project: Migrating to a Sustainable Technology Infrastructure
A migration of e-mail, website and ERP systems from on-premise to hosted services results in a true culture shift, new skills, new support processes and changes in workloads.
Project leads: Matthew Holmes, director, network and data center operations, and Del Lovitt, director, enterprise system support
Vendors/technologies:
- Amazon
- Ellucian
- Microsoft
Category: Education Futurists
University of Oklahoma
Project: Innovation @ the Edge
An inclusive space within the OU library connects students to cutting-edge digital learning tools.
Project lead: Matt Cook, emerging technologies coordinator
Vendors/technologies:
- Google Cardboard
- Hatchbox
- HTC Vive
- Leap Motion
- Lulzbot
- MakerBot
- Nvidia
- Oculus Rift
- Raspberry Pi
- Sparkfun
Rochester Institute of Technology
Project: MAGIC Spell Studios
A public/private partnership between RIT and NY State explores the intersection of digital media, film, games and entrepreneurship, providing advanced technology for education development.
Project lead: Christopher Egert, chief technology officer, MAGIC Spell Studios and associate professor, School of Interactive Games & Media
Vendors/technologies:
- Adobe
- Autodesk
- Cisco
- Dell
- Microsoft
- Red Hat
- Valve
All winners will be featured in the October issue of Campus Technology and on https://campustechnology.com October-December.
To learn more, visit https://campustechnology.com/impact
About Campus Technology
Campus Technology is one of higher education’s top information sources, with distribution across a website, monthly digital magazine, newsletters, webcasts and online tools. It's the go-to resource for campus professionals, providing in-depth coverage on the technologies and implementations influencing colleges and universities across the nation. Content includes valuable hands-on articles, best practices, industry trends, expert advice and insightful articles to help administrators, campus executives, technologists and educators plan, develop and successfully launch effective IT initiatives. https://campustechnology.com
About 1105 Public Sector Media Group
1105 Public Sector Media Group, a division of 1105 Media, Inc., provides information, insight and analysis to the Government IT and Education IT (FED/SLED) sectors. Our content platforms include print, digital, online, events and a broad spectrum of marketing services. http://1105publicsector.com
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