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- Games and Gaming [x]
- Instructional Technologies [x]
- Student Engagement and Interaction [x]
- Learning (4)
- Teaching and Learning (4)
- Learners (2)
- Simulations (2)
- Active Learning (1)
- Authentic Learning (1)
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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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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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7 Things You Should Know About Wii
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July 21, 2008
The Wii is a video game system that uses a wireless controller capable of sensing position and motion, allowing users to interact with the game applications through physical movements. The contro…
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ELI Innovations & Implementations—Mekong e-Sim: A Cross-Disciplinary Online Role-Play Simulation
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January 1, 2006
Primarily developed by Australia's University of Adelaide and University of Technology, Sydney, the Mekong e-Sim is an online learning environment that immerses students in the complexities of…
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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…

















