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October 15–18, 2013
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EDUCAUSE organizes its efforts around three IT Focus Areas
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EDUCAUSEUncommon Thinking for the Common Good™
EDUCAUSE is the foremost community of higher education IT leaders and professionals.
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- Information Technology Management and Leadership (6)
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Student Engagement
Learning science research and practical experience highlight the importance of interaction and engagement to successful learning. Active and collaborative learning environments are particularly effective for Net Generation learners. Games, simulations, group projects, and undergraduate research are among a number of models for interaction and engagement being explored.
Articles and Reports
- The entire issue of the EDUCAUSE Quarterly Magazine, Volume 32, Number 4, 2009 is devoted to student engagement.
- Engaging Students with Engaging Tools, EDUCAUSE Quarterly Magazine, Volume 32, Number 4, 2009
- Learning Space Design with an Inclusive Planning Process Promotes User Engagement,EDUCAUSE Quarterly Magazine, Volume 32, Number 4, 2009
- Assessing the Future: E-Portfolio Trends, Uses, and Options in Higher Education, ECAR Bulletin, February 2009.
- Assessment for Improvement: Tracking Student Engagement Over Time, Annual Results 2009, National Survey of Student Engagement (NSSE), November 2009
- ELI 7 Things You Should Know About...
- Next-Generation Presentation Tools, January 2010
- Google Wave, November 2009
- Live Question Tool, April 2009
- Alternate Reality Games, January 2009
- Ustream, October 2008
- Wii, July 2008
- Second Life, June 2008
- Digital Storytelling, January 2007
Podcasts, Presentations and Videos
- Continuous Improvement in Teaching and Learning: Open Learning Initiative (OLI) and Open Learning Net (OLnet), ELI Web Seminar, January 11, 2010
- Clickers and Peer Instruction: A Powerful Way to Improve Student Engagement and Learning, but Only If You Do It Right ELI Web Seminar, October 05, 2009
- GameQuest: Creating an Education Game Program for Higher Ed, presentation and podcast from the EDUCAUSE Annual Conference, October 2008
- Digital Story Making: Understanding the Learner's Perspective, presentation and video from the ELI Annual Conference, January 2008
Updated January 2010
Library Items on this Topic
EDUCAUSE Library Items for Student Engagement and Interaction
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Chapter 17: Going the Distance: Outsourcing Online Learning
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May 2, 2012
A chapter from Game Changers Susan E. Metros and Joan Falkenberg Getman Setting the Stage Online learning and game changing are rarely synonymous. Online learning evolved from ea…
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Chapter 1: The Knowledge Economy: Challenges and Opportunities for American Higher Education
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May 2, 2012
A chapter from Game Changers Paul E. Lingenfelter The late Peter Drucker apparently first used the phrase "the knowledge economy" in his 1969 book The Age of Discontinui…
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Cultivating Careers: Professional Development for Campus IT
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January 1, 2006
Cultivating Careers: Professional Development for Campus IT provides an overview of current principles and practices for mentoring and developing the next generation of IT leaders in higher e…
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EDUCAUSE Core Data Service 2002 Summary Report
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January 1, 2003
EDUCAUSE Core Data Service 2002 Summary Report summarizes much of the data collected through the 2002 EDUCAUSE core data survey about campus information technology (IT) environments a…
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EDUCAUSE Leadership Strategies Series, Eight-Volume Set
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January 1, 2003
The EDUCAUSE Leadership Strategies series covers a variety of issues important to IT professionals in higher education. Sponsored by PricewaterhouseCoopers, the series consists of eight volumes: …
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Technology Everywhere: A Campus Agenda for Educating and Managing Workers in the Digital Age
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January 1, 2002
Technology Everywhere addresses the dual role played by colleges and universities that must recruit, hire, and train knowledge worker professionals and educate IT learners to manage the ever …


















