Main Nav

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. 

Search results

Showing 1 - 10 of 10 Results

Sort by:

7 Things You Should Know About Alternate Reality Games
January 14, 2009

Alternate reality games (ARGs) weave together real-world artifacts with clues and puzzles hidden virtually any place, such as websites, libraries, museums, stores, signs, recorded telephone messa…

7 Things You Should Know About Games and Learning
March 11, 2014

Educators have long understood that the interactive dynamic of games has the potential to benefit teaching and learning , and recent years have seen considerable activity surrounding the u…

7 Things You Should Know About Gamification
August 10, 2011

Gamification is the application of game elements in non-gaming situations , often to motivate or influence behavior. The rewards or the spirit of competition can spur students’ concentratio…

7 Things You Should Know About Wii
July 21, 2008

The Wii is a video game system that uses a wireless controller capable of sensing position and motion, allowing users to interact with the game applications through physical movements. The contro…

7 Things You Should Read About Gamification/Game Principles in Instruction
July 1, 2014

Gamification or the application of game principles in instruction refers to the integration of organizational principles and reward structures of games and play to motivate learning in formal…

ELI Innovations & Implementations—Mekong e-Sim: A Cross-Disciplinary Online Role-Play Simulation
January 1, 2006

Primarily developed by Australia's University of Adelaide and University of Technology, Sydney, the Mekong e-Sim is an online learning environment that immerses students in the complexities of…

ELI Innovations & Implementations—SciFair: Game Worlds for Learning
January 1, 2006

Cornell's SciCentr is an online museum of virtual worlds that engages young people in science, technology, engineering, and mathematics. Its SciFair program helps students build virtual worlds…

Septris and SICKO: Implementing and Using Learning Analytics and Gamification in Medical Education
March 11, 2014

In recent years, the video game industry has become the leading form of entertainment in terms of global total revenue. More than half of Americans play video games, with an average of two gamers…

Simulations, Games, and Learning
January 1, 2006

Exploring games and education is inherently controversial. Even the name implies games don't involve work. However, today's games are complex, require collaboration and strenuous time c…

The Next Generation of Educational Engagement
January 1, 2004

Games are no longer just for fun; they offer potentially powerful learning environments. Today's students have grown up with computer games. In addition, their constant exposure to the Interne…

Close
Close


Annual Conference
September 29–October 2
View Proceedings

Events for all Levels and Interests

Whether you're looking for a conference to attend face-to-face to connect with peers, or for an online event for team professional development, see what's upcoming.

Close

Digital Badges
Member recognition effort
Earn yours >

Career Center


Leadership and Management Programs

EDUCAUSE Institute
Project Management

 

 

Jump Start Your Career Growth

Explore EDUCAUSE professional development opportunities that match your career aspirations and desired level of time investment through our interactive online guide.

 

Close
EDUCAUSE organizes its efforts around three IT Focus Areas

 

 

Join These Programs If Your Focus Is

Close

Get on the Higher Ed IT Map

Employees of EDUCAUSE member institutions and organizations are invited to create individual profiles.
 

 

Close

2014 Strategic Priorities

  • Building the Profession
  • IT as a Game Changer
  • Foundations


Learn More >

Uncommon Thinking for the Common Good™

EDUCAUSE is the foremost community of higher education IT leaders and professionals.