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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 the Evolution of the Textbook
April 3, 2012

Tablet devices and the publishing they enable are leading us to reconsider what constitutes a textbook , and they certainly change the landscape of what it has traditionally meant to write an…

7 Things You Should Know About iPad Apps for Learning
February 9, 2011

Applications designed for the iPad offer interactive content that takes advantage of touch-screen navigation. The iPad combines robust computational functionality with a screen large enough to …

2011 Horizon Report
February 8, 2011

Each year, the Horizon Report describes six areas of emerging technology that will have significant impact on higher education and creative expression over the next one to five years. The areas o…

7 Things You Should Know About Ustream
October 21, 2008

Ustream is an interactive web streaming platform that lets users broadcast their own channels on the Ustream network or on a third-party website such as MySpace or Facebook. Ustream offers a plat…

7 Things You Should Know About Skype
December 5, 2007

Skype is a voice over Internet protocol (VoIP) application that lets users make free phone calls between Skype-equipped computers and inexpensive calls between Skype computers and landline or cel…

Reflecting, Writing, and Responding: Reasons Students Blog
January 1, 2007

Faculty and students are recognizing blogging's learning potential, including the chance to practice writing, reflect on others' thinking, and respond to critical analyses of one's…

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…

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…

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…

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…

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