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- Games and Gaming [x]
- Instructional Technologies [x]
- Student Engagement and Interaction [x]
- Teaching and Learning (39)
- Learning (18)
- E-Learning (12)
- Information Technology Management and Leadership (10)
- Simulations (9)
- Teaching (8)
- Virtual Community (7)
- Instructional Design (6)
- Podcasting (6)
- Social Media (6)
- Virtual Worlds (6)
- IT Integration (5)
- Learners (5)
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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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Game-Based Learning: Developing an Institutional Strategy
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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…
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Cultivating Change in the Academy: 50+ Stories from the Digital Frontlines at the University of Minnesota in 2012
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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…
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Games in Education: Realizing Opportunities and Overcoming Obstacles
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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 …
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Building a Collaborative Online Literary Experience
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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…
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7 Things You Should Know About Gamification
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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…
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The 2011 Horizon Report - Sponsored by SunGard Higher Education, An EDUCAUSE Platinum Partner
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February 14, 2011
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A session at the ELI Annual Meeting 2011
For nearly nine years, the annual Horizon Report , a joint publication of the New Media Consortium and the EDUCAUSE Learning Initiative, has tracked new and emerging technologies for teaching, l…
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Games: The Best Way to Learn. Period.
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October 14, 2010
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A session at the EDUCAUSE 2010 Annual Conference
In an age of distraction, information overload, and disengagement, traditional methods of conveying information to students are increasingly ineffective. In this session, we argue that games—with…
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Apprehending the Future: Emerging Technologies, from Science Fiction to Campus Reality
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May 28, 2009
©2009 Bryan Alexander. The text of this article is licensed under the Creative Commons Attribution 3.0 License ( http://creativecommons.org/licenses/by/3.0/ ). EDUCAUSE Review, vol. 44, no.…
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The Role of Play in Learning with Technology
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May 4, 2009
From Plato and Piaget to the current day, scholars have noted the critical role of play in learning. Yet the concept of playful learning still encounters significant resistance in higher educatio…
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Behind the Curtain: The Making and Execution of the ELI Annual Meeting Alternate Reality Game
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February 20, 2009
Alternate reality games (ARGs) weave together real-world artifacts with clues and puzzles hidden virtually any place, such as websites, libraries, museums, stores, signs, recorded telephone messa…


















