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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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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…

7 Things You Should Know About Virtual Worlds
June 15, 2006

A virtual world is an immersive online environment whose "residents" are avatars representing individuals who participate through the Internet. Many institutions are experimenting with …

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…

7 Things You Should Know About Virtual Meetings
February 15, 2006

Virtual meetings are real-time interactions that take place over the Internet using integrated audio and video, chat tools, and application sharing. They offer a way to engage students in fully i…

7 Things You Should Know About Collaborative Editing
December 15, 2005

Collaborative editing tools allow a group of individuals to simultaneously edit a document, see who else is working on it, and watch in real time as others make changes. As a functional hybrid of…

7 Things You Should Know About Instant Messaging
November 15, 2005

Instant messaging (IM) is a form of online communication that allows real-time interaction through computers or mobile devices. Although typed text remains the primary convention for IM, the tech…

Community of Practice Design Guide: A Step-by-Step Guide for Designing & Cultivating Communities of Practice in Higher Education
January 1, 2005

This guide provides a practical approach to creating communities of practice (CoPs) based on experiences working with corporations, nonprofits, associations, government organizations, and education…

Virtual Communities of Practice: One University's Perspective
January 1, 2004

The purpose of this presentation is to provide campus leadership with an essential understanding of "Virtual Communities of Practice (VCoP)" technology, the reasons for considering a VCoP…

The Digital Repository Comes of Age: NLII Members are Turning Learning Objects into Knowledge Agents
January 1, 2003

Learning objects are digital resources, modular in nature, that are used to support learning. They vary in size, scope, and level of granularity ranging from a small chunk of instruction to a serie…

Come Together: Campuses Find the Road to Success Lined with Partnerships and Collaborations
January 1, 2003

Partnering in the learning marketspace is an NLII key theme because it provides new opportunities to reconfigure the way that instruction is funded, developed, marketed, delivered, and supported. W…

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