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- Active Learning [x]
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- Learning (63)
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EDUCAUSE Library Items for Active Learning
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New ELI 7 Things... Explores Flipped Classrooms
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February 10, 2012
The flipped classroom is a pedagogical model in which the typical lecture and homework elements of a course are reversed. The notion of a flipped classroom draws on such concepts as active…
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New ELI 7 Things... Explores Gamification
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August 12, 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’ concentr…
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Pedagogical & Technological Support for Active Learning Classrooms
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July 22, 2009
A survey to determine the pedagogical and technological supports available within the active learning classroom (ALC) environment was sent June 1, 2009. The invitation for survey responses (inclu…
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Pedagogy and Space: Empirical Research on New Learning Environments
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December 15, 2011
Key Takeaways In the new technology-enhanced learning spaces at the University of Minnesota, students outperformed final grade expectations relative to their ACT scores. When…
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Pittsburgh: Forging a 21st Century Learning Community
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November 1, 2012
Editors' Note: As Richard Culatta explains in his EDUCAUSE Review article "From Innovation Clusters to Datapalooza: Accelerating Innovation in Educational Technology,"…
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Podcast: Wake Forest University's BioBook
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July 17, 2012
In this podcast we interview the creators of BioBook, a scalable e-text embodying six central principles of learning. It is organized into self-contained "nodes" that can be revised or …
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Pret-a-Porter Technology: Rebooting the Earlham College Study Abroad Program (Innovative Practice)
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January 19, 2010
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A session at the ELI Annual Meeting 2010
Many voices in higher education still view technology as a barrier to cultural immersion in terms of study abroad. This session will demonstrate why universities should reconsider the use of mobile…
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Rebooting the Past, Uploading the Future: Web 2.0 and the Study of History Through a Living Learning Community (Learning Technology)
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January 19, 2010
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A session at the ELI Annual Meeting 2010
In this case study, the instructor, the undergraduate teaching assistant, and a library administrator will assess how new media and Web 2.0 technologies transform project-based learning within a un…
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Reflections on Play, Pedagogy, and World of Warcraft
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September 22, 2010
Key Takeaways The video game World of Warcraft was the text studied, the laboratory, and the classroom for the online course "Warcraft: Culture, Gender, and Identity"…
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Salt Marsh Dynamics: A Problem-Based Learning Scenario
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January 13, 2011
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A session at the Mid-Atlantic Regional Conference 2011
Due to limitations of space, distance, and complexity, it is not always possible to bring real-world experiences into the college classroom. Field trips and traditional student internships can offe…


















