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Filter by type
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- Student Engagement and Interaction [x]
- Students [x]
- Information Technology Management and Leadership (19)
- Teaching and Learning (19)
- Instructional Technologies (6)
- Learning (6)
- Learners (5)
- Institutional Management (4)
- Games and Gaming (3)
- Millennials (3)
- Student Technology Use (3)
- Teaching (3)
- Analytics (2)
- E-Learning (2)
- E-Portfolios (2)
- Information Discovery and Retrieval (2)
- Information Systems and Services (2)
- Libraries and Technology (2)
- Online Teaching Strategies (2)
- Social Media (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
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Digital Field Assignments: Course Projects for the Net Generation
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October 24, 2007
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A session at the EDUCAUSE 2007 Annual Conference
Digital field assignments combine active-learning strategies with digital technologies to engage today's learners in team-based assignments in which students apply classroom concepts as they r…
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E-Learning Tools and Didactics Increase Science Student Numbers in the Netherlands
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October 10, 2006
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A session at the EDUCAUSE 2006 Annual Conference
The SURF Foundation, the Dutch sister organization of EDUCAUSE, funds a number of initiatives that aim to increase science and technology student numbers in the Netherlands in accordance with EU po…
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Emerging Educational Technologies and Neomillennial Learning Styles
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January 23, 2007
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A session at the ELI Annual Meeting 2007
Emerging digital media are shaping users' motivations, attributes, and social patterns into types of learning styles quite different from those based on sensory, personality, or intelligence f…
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From "Generation "Me" to "Generation Us"
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March 15, 2011
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A session at the EDUCAUSE Midwest Regional Conference 2011
The "Generation Me" group comprises those who were born in the 70s, 80s, or 90s. They have not known a world where duty precedes self, and thus, they put the individual first. This does n…
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From Insight to Action: Translating Student Voice into Education Transformation
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September 12, 2012
Most conversations about education reflect the perspective and agenda of the institutions that provide educational services rather than the needs of the students they serve. Yet as higher educati…
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Immersive Marketing for Libraries: Alternate Reality Games and Library Orientations
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October 25, 2007
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A session at the EDUCAUSE 2007 Annual Conference
Trinity University's Coates Library adapted an immersive marketing campaign strategy known as an alternate reality game when designing the library's 2006 new student orientation. Objectiv…
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Living, Learning, Cyberspace: A Program-Wide Blogging Initiative for Virginia Tech's Honors Residential College
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February 15, 2012
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A session at the EDUCAUSE Learning Initiative 2012 Annual Meeting
How can the intimate, engaged experience of small-group learning be a template for a large research university? Virginia Tech's answer: a blogging platform that enables students and professors…
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Managing Online Discussions Through a "Participation Portfolio"
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October 26, 2007
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A session at the EDUCAUSE 2007 Annual Conference
If you want students to use online discussions, how do you avoid initiating every thread or simply counting all their replies? By defining and rewarding substantive Q&A (and requiring an online…
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Managing Online Discussions with a Participation Portfolio (Innovative Practice)
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January 22, 2009
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A session at the ELI Annual Meeting 2009
If you want students to use online discussions, how do you avoid initiating every thread or simply counting all their replies (including their "I agree" posts)? By defining and rewarding …
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Models of Interaction
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June 16, 2005
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A session at the ELI 2005 Summer Focus Session
Goal: Provide participants with an array of models for interaction. Questions for participants to ask themselves: - What characteristics make this form of interaction valuable to learner…

















