-
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
- Articles, Briefs, Papers, and Reports [x]
Filter by Publications
Filter by Presentations
Filter by Library Taxonomy
- Instructional Technologies [x]
- Student Engagement and Interaction [x]
- Teaching and Learning (79)
- Learning (37)
- Teaching (29)
- Information Technology Management and Leadership (27)
- E-Learning (24)
- Instructional Design (23)
- IT Integration (21)
- Learners (16)
- Games and Gaming (14)
- Social Media (14)
- Networking and Emerging Technologies (13)
- Learning Management Systems (LMS) (11)
- Simulations (11)
- Virtual Community (11)
- Authentic Learning (10)
- Distributed Computing (10)
- Mobile Computing (10)
- Students (10)
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
-
Using Laptops in the Classroom: The University of Michigan
-
December 3, 2012
Across the University of Michigan, laptops and other mobile devices are appearing in the classroom in greater numbers. Many faculty see this trend as an opportunity for more innovative teac…
-
Altius Education’s Ivy Bridge College
-
November 28, 2012
Altius Education’s model is a competency-based, holistic approach to online education addressing four critical needs: student support, engagement, remediation, and affordability. Altius’ Heli…
-
GoSoapBox Classroom Response System Engages Students
-
November 1, 2012
Key Takeaways This case study explores the use of a classroom response system in Spanish language classes that seemed too small to benefit from the approach. A surve…
-
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…
-
Empowering Students and Instructors: Reflections on the Effectiveness of iPads for Teaching and Learning
-
April 12, 2012
Devices like the Apple iPad call for purposeful experimentation to see how mobile technology might be used in teaching and learning and in updating established educational models to engage todayâ…
-
IT-Based Transformation in Higher Education: Possibilities and Prospects
-
March 19, 2012
If information technologies are to transform higher education, we must exploit opportunities and address problems. At the same time, transformed higher education cannot neglect important dimensi…
-
7 Things You Should Know About Projecting from Mobile Devices
-
March 7, 2012
Emerging technologies allow users to connect to classroom projection systems from mobile devices , including tablets and some smartphones. Such tools can change the character of interaction…
-
Clicker Implementation Models
-
December 15, 2011
Key Takeaways Using clicker technology in classrooms can increase student learning , participation, and attendance . Clickers require a significant economic investmen…
-
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…
-
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…


















