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- Student Engagement and Interaction [x]
- Teaching and Learning (10)
- Games and Gaming (8)
- Information Technology Management and Leadership (4)
- Learners (4)
- Institutional Management (3)
- E-Learning (2)
- Instructional Technologies (2)
- Millennials (2)
- Scholarship of Teaching and Learning (2)
- Student Retention (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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Active Learning Classrooms at McGill
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September 13, 2010
Active Learning Classrooms are spaces that are designed to support teaching and learning in an atmosphere conducive to engaging students actively in their own learning. McGill’s Teaching and …
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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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Do Serious Games Work? Results from Three Studies
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December 1, 2009
The following study may help answer some of the questions now surrounding serious games—or games whose primary purpose is something other than entertainment, such as military training, educati…
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Games 'deserve a place in class'
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January 1, 2004
Researchers at the Institute of Education at London University contend that the study of computer and video games has a place in the academic curriculum just as do studies of film, television, and …
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Games Find Home in the Classroom
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January 1, 2005
According to researchers at Futurelab, a British nonprofit investigating how technology can be used for innovative learning, video games have the potential to be highly effective tools for holding …
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Games, Cookies, and the Future of Education
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January 1, 2005
FAS President Henry Kelly explains how games, simulations, and other information technologies can revolutionize and personalize education. FAS Presiden…
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Scavenger Hunt Enhances Students' Utilization of Blackboard
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January 1, 2006
Distance education courses present some unique challenges for both students and instructors. One of the first challenges students experience occurs when they try to navigate through the technology…
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Student Induction through Digital Game-based Learning Environments
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January 1, 2006
Student retention within Universities is becoming more important as the Government is targeting 50 percent of 18 to 30 year olds to experience higher education before 2010 in the UK. The need to …
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The Heart of Student Success: Teaching, Learning, and College Completion and 2010 CCCSE Executive Summary
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November 10, 2010
This report describes four strategies that are likely to improve students’ chances for college completion: strengthening classroom engagement, integrating student support into the learning expe…
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Video Games and the Future of Learning
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January 1, 2004
Will video games change the way we learn? We argue here for a particular view of games—and of learning—as activities that are most powerful when they are personally meaningful, experiential, so…

















