-
Research
and PublicationsStay -
Conferences
and EventsAnnual Conference
October 15–18, 2013
Save the date!Events for all Levels and Interests
Whether you're looking for a conference to attend face-to-face to connect with peers, or for an online event for team professional development, see what's upcoming.
Stay -
Career
DevelopmentEDUCAUSE Institute
Leadership/Management Programs
Explore MoreCareer Center
Leadership and Management Programs
EDUCAUSE Institute
Advanced Programs
Project Management
Jump Start Your Career Growth
Explore EDUCAUSE professional development opportunities that match your career aspirations and desired level of time investment through our interactive online guide.
Stay -
Focus Areas
and InitiativesLatest Topics
EDUCAUSE organizes its efforts around three IT Focus Areas
Join These Programs If Your Focus Is
Stay -
Connect
and ContributeFind Others
Get on the Higher Ed IT Map
Employees of EDUCAUSE member institutions and organizations are invited to create individual profiles.
Stay -
About
EDUCAUSEUncommon Thinking for the Common Good™
EDUCAUSE is the foremost community of higher education IT leaders and professionals.
Stay
Filter by type
Filter by Publications
Filter by Presentations
Filter by Library Taxonomy
- Games and Gaming [x]
- Simulations [x]
- Student Engagement and Interaction [x]
- Teaching and Learning (21)
- Learning (12)
- Information Technology Management and Leadership (9)
- Instructional Technologies (9)
- E-Learning (8)
- Teaching (5)
- Blended Learning (3)
- Collaborative Learning (3)
- Instructional Design (3)
- Learners (3)
- Libraries and Technology (3)
- Mobile Learning (3)
- Virtual Community (3)
- Virtual Worlds (3)
- E-Content (2)
- Multimedia (2)
- Planning (2)
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
-
Aspire Public Schools: CODE Aspire
-
November 28, 2012
This is Aspire Public School’s first K-8 blended learning school in the Achievement School District in Memphis, TN. By combining its California-based College for Certain model with a focus on c…
-
Game-Based Learning: Developing an Institutional Strategy
-
August 9, 2012
Games have become a central component of our culture generally, and they have begun to assume a role in higher education, though typically only on a small scale. Several key trends will drive the…
-
Cultivating Change in the Academy: 50+ Stories from the Digital Frontlines at the University of Minnesota in 2012
-
July 9, 2012
Cultivating Change is an eBook designed to stimulate discussion about what’s possible as well as generate new vision and academic technology direction. It serves as a means for faculty, ins…
-
Next Generation Learning Challenge: Simulating Teaching
-
December 15, 2011
Key Takeaways Can someone learn to teach by practicing with a classroom simulation ? Simulations provide multiple chances to practice , including making attempts with highe…
-
Games in Education: Realizing Opportunities and Overcoming Obstacles
-
December 5, 2011
The potential for games to augment traditional education and create entirely new learning opportunities is seemingly endless. But along with its new opportunities, educational gaming also …
-
Assessing for Deeper Learning
-
October 20, 2011
|
A session at the EDUCAUSE 2011 Annual Conference
In the face of a rapidly changing and increasingly global workforce, organizations and educational institutions continue to stress the need for developing "deeper learning" skills such as…
-
Building a Collaborative Online Literary Experience
-
September 27, 2011
Key Takeaways Educators and students collaborated in constructing an immersive literary experience at the University of Richmond and then reenacted the narrative as a team. Co…
-
New ELI 7 Things... Explores Gamification
-
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…
-
7 Things You Should Know About Gamification
-
August 10, 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’ concentratio…
-
Using a Simulation-Game for Implementing an IT Strategic Plan
-
March 16, 2010
|
A session at the EDUCAUSE Midwest Regional Conference 2010
A game activity called StrategyQuest was developed and successfully used at the University of Wisconsin–Madison to help faculty, staff, and students think through the process of implementing a ca…



















