Conferences & Events
Events for all Levels and InterestsStay
Jump Start Your Career GrowthStay
Get on the Higher Ed IT MapStay
Uncommon Thinking for the Common Good™Stay
Filter by type
- Articles, Briefs, Papers, and Reports [x]
Filter by Publications
- Community [x]
Filter by Library Taxonomy
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
- How an App Helps Low-Income Students by Turning College Life Into a Game, Chronicle of Higher Education, August 24, 2015. Ball State University is in its second year of offering a mobile application called “Ball State Achievements”. The app essentially gamifies their college experience; they earn points for engaging in specific aspects of campus life, which can then be cashed in to purchase items in the university’s bookstore or on-campus Starbucks.
- Engaging Students with a Mobile App, EDUCAUSE Review, March 2015. A mobile app that facilitates social engagement while letting administrators measure levels of use and track emotional trends and potential problems among the student body serves both communities.
- 2014 Student and Faculty Technology Research Studies. This hub contains the 2014 student and faculty studies from the EDUCAUSE Technology Research in the Academic Community research series. In 2014, ECAR collaborated with 151 institutions to collect responses from 17,451 faculty respondents across 13 countries about their technology experiences. ECAR also collaborated with 213 institutions to collect responses from 75,306 undergraduate students about their technology experiences.
- Setting the Stage for Digital Engagement: A Five-Step Approach, EDUCAUSE Review, September/October 2014. The practical, pedagogical, and privacy implications of a smart, connected digital campus engaged with its constituents have yet to play out. To handle whatever comes next, colleges and universities must be well positioned today, with effective strategies in place.
- ELI 7 Things You Should Know About...
- Games and Learning, March 2014
- Flipped Classrooms, August 2013
- Makerspaces, April 2013
- 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
- Podcast: WMU's "Broncoland" is a Video Game for Student Success, This podcast features an interview with Kevin Abbott, project lead for 3D and interactive media at Western Michigan University, August 2013
- 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
Library Items on this Topic
EDUCAUSE Library Items for Student Engagement and Interaction
- A comparison and evaluation of personal response systems in introductory computer programming
November 16, 2006
This 2006 paper on classroom reponse systems was presented at the American Society for Engineering Education Annual Conference, Chicago, Illinois. This paper asks the question: Does the use of PR…
- An Investigation of the Effectiveness of Electronic Classroom Communication Systems in Large Lecture Classes
January 1, 2005
Since 2002 we have been investigating the use of an electronic classroom communication system in large first year lecture classes. Handheld keypads were distributed to teams of students during a le…
- Are Video Games Evil?
January 1, 2006
"The important thing to find out about video games isn't whether they are teachers. The question is . . . what do they teach?" "The…
- Assessment for Improvement: Tracking Student Engagement Over Time, Annual Results 2009
November 9, 2009
A national survey released today shows that a variety of colleges and universities have shown steady improvement in the quality of undergraduate education, as measured by students' exposure …
- Balancing Act: How College Students Manage Technology While in the Library during Crunch Time
October 13, 2011
The paper presents findings from 560 interviews with undergraduates on 10 campuses distributed across the US, as part of Project Information Literacy (PIL). Overall, the findings suggest that stu…
- E-Learning's 'Third Phase'
October 27, 2009
Will new partnerships between technology companies challenge Blackboard's dominance? Will new partnerships between technology companies chal…
- Encouraging Colleges to Look Within
November 10, 2008
The National Survey of Student Engagement â€” an annual report providing comparative data on student experiences at four-year institutions nationwide â€” is entering its 10th year. …
- Envisioning the Educational Possibilities of User-Created Virtual Worlds
April 1, 2008
Educational games and simulations can engage students in higher-level cognitive thinking, such as interpreting, analyzing, discovering, evaluating, acting, and problem solving. Recent technical a…
- Evaluating Digital Services: A Visitors and Residents Approach
February 19, 2014
This JISC infoKit contains advice on evaluating the services university libraries offer to users. The focus is primarily on digital/online services but set within the broader context of more trad…
- Fans and Fears of 'Lecture Capture'
November 9, 2009
Research says posting lectures online could improve learning without discouraging classroom attendance, yet some professors want no part of it. R…