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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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Engineering Informatics for Bio-Inspired Robots
October 16, 2007

Engineering Informatics for Bio-Inspired Robots is an NSF-funded project trying to break down barriers to collaboration between engineering and computer science departments. Faculty members parti…

Framing Mobile Initiatives to Measure Impact
October 1, 2012

Despite the proliferation of mobile devices and mobile activity—not only in the general population but also in the teaching and learning community, right down to the classroom level— mobile …

MARIACHI - An Authentic Learning Case Study
August 2, 2007

The Mixed Apparatus for Radar Investigation of Atmospheric Cosmic-Rays of High Ionization (MARIACHI) project is setting a new standard for authentic learning—enabling students to learn by doing…

Mobile Learning: Context and Prospects
May 6, 2010

On March 3 and 4, 2010, the ELI community gathered for an online focus session on mobile learning. This white paper is a synthesis of the key ideas, themes, and concepts that emerged from those s…

nanoHUB - An Authentic Learning Case Study
August 9, 2007

nanoHUB is an online portal for nanotechnology researchers, instructors, and students created by Purdue University and the National Science Foundation. It uses cyberinfrastructure to provide acce…

Personalized Learning: The Hype, the Hope, and the Straight Dope
January 11, 2016

The two big changes that have driven increased interest in personalized learning are a new government policy emphasis on degree completion and the commercialization of adaptive educatio…

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…

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…