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- Teaching and Learning (17)
- Instructional Technologies (15)
- Learning (14)
- Learners (13)
- Millennials (7)
- Networking and Emerging Technologies (6)
- Virtual Community (6)
- Authentic Learning (5)
- IT Integration (5)
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- Blogs (2)
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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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Engineering Informatics for Bio-Inspired Robots
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October 16, 2007
Engineering Informatics for Bio-Inspired Robots is an NSF-funded project trying to break down barriers to collaboration between engineering and computer science departments. Faculty members parti…
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Why Today’s Students Value Authentic Learning
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October 2, 2007
Authentic learning engages students in the multidisciplinary problem solving and critical thinking researchers and experts use every day. While the concept isn't new, it is receiving renewed…
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nanoHUB - An Authentic Learning Case Study
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August 9, 2007
nanoHUB is an online portal for nanotechnology researchers, instructors, and students created by Purdue University and the National Science Foundation. It uses cyberinfrastructure to provide acce…
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Approaches That Work: How Authentic Learning Is Transforming Higher Education
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July 27, 2007
Authentic learning aligns well with the needs of today's participatory learners. The challenge is to channel their online and collaborative abilities and interests into academic pursuits, he…
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MARIACHI - An Authentic Learning Case Study
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August 2, 2007
The Mixed Apparatus for Radar Investigation of Atmospheric Cosmic-Rays of High Ionization (MARIACHI) project is setting a new standard for authentic learning—enabling students to learn by doing…
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Authentic Learning for the 21st Century: An Overview
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January 1, 2007
Learning-by-doing is generally considered the most effective way to learn. The Internet and a variety of emerging communication, visualization, and simulation technologies now make it possible to…
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Reflecting, Writing, and Responding: Reasons Students Blog
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January 1, 2007
Faculty and students are recognizing blogging's learning potential, including the chance to practice writing, reflect on others' thinking, and respond to critical analyses of one's…
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Simulations, Games, and Learning
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January 1, 2006
Exploring games and education is inherently controversial. Even the name implies games don't involve work. However, today's games are complex, require collaboration and strenuous time c…
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7 Things You Should Know About Virtual Worlds
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June 15, 2006
A virtual world is an immersive online environment whose "residents" are avatars representing individuals who participate through the Internet. Many institutions are experimenting with …
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7 Things You Should Know About Google Jockeying
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May 15, 2006
A Google jockey is a participant in a presentation or class who surfs the Internet for terms, ideas, Web sites, or resources mentioned by the presenter or related to the topic. The jockey's …

















