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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
- How an App Helps Low-Income Students by Turning College Life Into a Game, Chronicle of Higher Education, August 24, 2015. Ball State University is in its second year of offering a mobile application called “Ball State Achievements”. The app essentially gamifies their college experience; they earn points for engaging in specific aspects of campus life, which can then be cashed in to purchase items in the university’s bookstore or on-campus Starbucks.
- Engaging Students with a Mobile App, EDUCAUSE Review, March 2015. A mobile app that facilitates social engagement while letting administrators measure levels of use and track emotional trends and potential problems among the student body serves both communities.
- 2014 Student and Faculty Technology Research Studies. This hub contains the 2014 student and faculty studies from the EDUCAUSE Technology Research in the Academic Community research series. In 2014, ECAR collaborated with 151 institutions to collect responses from 17,451 faculty respondents across 13 countries about their technology experiences. ECAR also collaborated with 213 institutions to collect responses from 75,306 undergraduate students about their technology experiences.
- Setting the Stage for Digital Engagement: A Five-Step Approach, EDUCAUSE Review, September/October 2014. The practical, pedagogical, and privacy implications of a smart, connected digital campus engaged with its constituents have yet to play out. To handle whatever comes next, colleges and universities must be well positioned today, with effective strategies in place.
- ELI 7 Things You Should Know About...
- Games and Learning, March 2014
- Flipped Classrooms, August 2013
- Makerspaces, April 2013
- 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
- Podcast: WMU's "Broncoland" is a Video Game for Student Success, This podcast features an interview with Kevin Abbott, project lead for 3D and interactive media at Western Michigan University, August 2013
- 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
Library Items on this Topic
EDUCAUSE Library Items for Student Engagement and Interaction
- Managing for Today's Operational Realities
January 1, 2004
In today's stressful environment, it is extremely important that managers in higher education nurture and motivate staff members to meet the increasing challenges they face. This session will …
- Managing in These Times
January 1, 2003
These days we are all overscheduled, overworked, and overwrought. Good management is a challenge in this environment, yet it is more important than ever. For managers and their staff, stress is ram…
- Budget Cuts: Meeting the Crisis Head On!
January 1, 2003
In the past year, West Virginia University's Admissions & Records Office reduced staff yet increased staff moral, reduced backlog while processing more applications, and eliminated overtim…
- Harnessing Technological Change to Serve a Changing Student Demography: Strategies for Integrating Asynchronous Teaching and Learning Approaches. Videoconference #1; People-Ware: Who Are the People Who Will Make it Happen?
January 1, 2001
Successful implementation of the New Technologies in support of online instruction requires a team of active and committed faculty and appropriate IT staff as well as a supportive administration.…
- Trainees Expand your Workforce
January 1, 1999
Presentation by Judy Caruso, UW-Madison for CUMREC 1999. This presentation describes 3 trainee programs at UW-Madison: (1) Programming -- Mainframe/Cobol, SAS; (2) Programming -- Access, Oracle, Or…
- Professional Development Program for IT Employees
January 1, 2002
Georgia Tech has worked diligently to create and implement a multidimensional professional development program aimed at retaining technical employees. Addressing salary, training, and career progre…
- Strategies for Retaining IT Staff in a Highly Competitive Environment
January 1, 2001
Retaining IT staff is challenging for the University of Calgary, which has little flexibility in the traditional reward areas. The applications development department has had very little staff turn…
- Cooperative Education and the Web: Linking Students, The Educational Institution and the Work Place
January 1, 1999
The University of Waterloo and Academic Software Inc. are working together to develop a totally integrated Web based system, used by employers, students and the university for the student recruitin…
- The Vicious Cycle of "Blaming" IT Professionals: Breaking the Pattern
January 1, 1998
This paper discusses ways to break out of the vicious cycle that can result when IT expectations exceed IT resources: users are disappointed by IT professionals; IT professionals feel unappreciated…
- HR for IT: Managing People in a Decentralized IT Environment
January 1, 1998
This paper discusses the partnership between the human resources and information technology departments at Wake Forest University. The authors begin by describing the decentralized staffing functi…