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- Student Engagement and Interaction [x]
- Teaching and Learning (514)
- Information Technology Management and Leadership (208)
- Instructional Technologies (178)
- Learning (160)
- Games and Gaming (151)
- E-Learning (140)
- Teaching (98)
- Learners (78)
- Virtual Community (76)
- Social Media (68)
- Distributed Computing (67)
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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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Forum Futures 2002
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January 1, 2002
Forum Futures 2002 is a collection of summaries of the 14 papers presented and discussed at the Forum's 2001 Aspen Symposium. Topics discussed include the impact of new media on learning strat…
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Games, Simulation, and the Military Education Dilemma
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January 1, 2002
Macedonia reports that the U.S. military culture has accepted computer gaming as a powerful tool for remaking the armed forcesin preparation for the new realities of the 21st century. Themilitary r…
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Gaming the System: What Higher Education Can Learn from Multiplayer Online Worlds
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January 1, 2002
A chapter from the The Internet and the University: Forum 2001 . The entertainment technology industry invests vast sums in research and development to create the advanced simulations, character…
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Next-Generation Educational Technology versus the Lecture
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January 1, 2003
The author discusses how the next-generation technology of the advanced instructional videogame is waiting to take its place in academe and replace the large lecture course. …
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The Next Generation of Educational Engagement
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January 1, 2004
Games are no longer just for fun; they offer potentially powerful learning environments. Today's students have grown up with computer games. In addition, their constant exposure to the Interne…
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Adopting Digital Technologies in the Classroom: 10 Assessment Questions
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January 1, 2004
Adopting Digital Technologies in the Classroom: 10 Assessment Questions Answering 10 questions will help guide faculty in adopting digital technology for the classroom By David J. Staley …
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Unlocking the Potential of Games and Simulations as Learning Environments
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January 1, 2004
We will share the results of a symposium on the use of games and simulations in higher education. We will provide an overview of how games are being used in higher education as well as why they can…
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What Should Higher Education Learn from Games?
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January 1, 2004
Game designers and learning scholars from Michigan State University will define what characterizes a game and how gender issues relate to game designs. Presenters will outline and show examples of …
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Gaming As a Next-Generation Learning Technology
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January 1, 2004
Regardless of any new developments in learning technologies, the large lecture persists as the primary "technology" in use. Expanding on the theme of the article he authored for EDUCAUSE …
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New Learning Ecosystems
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January 1, 2004
The theme of this meeting is learning ecosystems, where learning is characterized as an open system that is at once dynamic and interdependent, diverse and partially self-organizing, yet adaptive a…

















