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ELI provides a variety of member resources from white papers, to briefs and the always popular 7 Things You Should Know About…™ series as well as podcasts, videos and online event archives to keep you well-informed of emerging trends. 

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7 Things You Should Know About Open Textbook Publishing
March 8, 2011

The open educational resources model, including textbooks, has emerged as a response to rising text prices, a need for greater access to high-quality learning materials, the proliferation of e-r…

7 Things You Should Know About QR Codes
February 13, 2009

QR codes are two-dimensional bar codes that can contain any alphanumeric text and that often feature URLs that direct users to sites where they can learn about an object or place (a practice know…

7 Things You Should Know About Flip Camcorders
November 17, 2008

Flip video devices are small, inexpensive, digital camcorders. For about the price of a low-end digital camera, the Flip offers up to an hour of video from an easy-to-use, self-contained device. …

Students, Technology, and Learning: Strategies for Success—Proceedings
July 29, 2008

Cosponsored by the American Association of State Colleges and Universities (AASCU), EDUCAUSE, and the University of Central Florida (UCF), the Students, Technology and Learning: Strategies for Su…

7 Things You Should Know About Digital Storytelling
January 15, 2007

Digital storytelling involves combining narrative with digital content to create a short movie. Digital stories can include interactive movies with highly produced audio and visual effects or pre…

7 Things You Should Know About Augmented Reality
October 15, 2005

Augmented reality adds information and meaning to a real object or place. Unlike virtual reality, augmented reality does not create a simulated reality. Instead, it takes a real object or space a…

Visual Literacy in Higher Education
January 1, 2005

Today's environment is highly visual—television, Web sites, video, and images dominate our lives—and visuals created with new technologies are changing what it means to be literate. The …

Putting the Learner at the Center: Next-Generation Innovation Emphasizes Enabling Learning in Classrooms and E-Learning Environments
January 1, 2003

Learner-centered practices are instructional design and teaching practices that are based on what we know about learning and cognition. Such practices encourage meaningful learning and create envir…

Principle-Based Technology and Learning Environment Design for Managing Growing Demand for Digital Learning Content
January 1, 2003

Technology that supports and enhances learner-centered practices is a key theme and an important research area for the NLII and one of the reasons Margaret Haughey, editor of the Journal of Distanc…

If You Give A Student A Computer: Patrick McElroy Suggests a Win-Win Model for Managing Growing Demand for Digital Learning Content
January 1, 2003

One of the NLII's top priorities is the fostering of market structures for the development and delivery of interactive learning materials. The program is focused especially on markets that pro…

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