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- Games and Gaming [x]
- Student Engagement and Interaction [x]
- Teaching and Learning (8)
- Information Technology Management and Leadership (3)
- Instructional Technologies (3)
- Learning (3)
- E-Learning (2)
- Instructional Design (2)
- Curriculum Development (1)
- Help Desk (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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Assessing for Deeper Learning
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October 20, 2011
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A session at the EDUCAUSE 2011 Annual Conference
In the face of a rapidly changing and increasingly global workforce, organizations and educational institutions continue to stress the need for developing "deeper learning" skills such as…
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Project Management Gaming: Learn Project Management with a Team-Based Game Approach
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October 19, 2011
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A session at the EDUCAUSE 2011 Annual Conference
Join Loyola for "Project Risk," a game where your team competes against others to deliver your project on time, on scope, and in budget. Learn the basics of project management. Come to le…
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GameZombie TV: Using Game Media Production to Construct a Project-Based Learning Environment
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October 19, 2011
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A session at the EDUCAUSE 2011 Annual Conference
This session will explore a dynamic case study on how the popular, award-winning, project-based digital media curriculum, GameZombie TV, teaches students to become self-directed learners capable of…
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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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The Anatomy of a Course Designed Like a Video Game
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October 31, 2008
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A session at the EDUCAUSE 2008 Annual Conference
As vehicles for learning and development, online courses and computer-based video games share many of the same structural elements. This presentation will analyze an online course taught at UMass B…
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GameQuest: Creating an Education Game Program for Higher Ed
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October 30, 2008
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A session at the EDUCAUSE 2008 Annual Conference
Experience a journey to create a campus-wide program to improve teaching and learning with simulations and games. This interactive session will involve the audience in the game structure of a quest…
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Immersive Marketing for Libraries: Alternate Reality Games and Library Orientations
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October 25, 2007
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A session at the EDUCAUSE 2007 Annual Conference
Trinity University's Coates Library adapted an immersive marketing campaign strategy known as an alternate reality game when designing the library's 2006 new student orientation. Objectiv…
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Adding Fun and Games to Training Programs
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October 24, 2007
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A session at the EDUCAUSE 2007 Annual Conference
The CITES Help Desk at the University of Illinois at Urbana-Champaign needs an effective training program in our dynamic workplace. Learn how training games help us reinforce our traditional traini…

















