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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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Social Software in Higher Education: Isolated Accidents or the Start of Something Big?
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October 24, 2007
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A session at the EDUCAUSE 2007 Annual Conference
Blogs, wikis, and networking tools appear to gain widespread acceptance. How are higher education professionals using social software tools in their practice? Is there any convergence with what stu…
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Students as "Angel Investors": Technology-Fee Projects Drive Campus IT Innovation
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October 25, 2007
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A session at the EDUCAUSE 2007 Annual Conference
At LSU , student government is extremely active in a spectrum of campus issues, including IT. Like many universities, LSU has a technology fee, but unlike most, student oversight is required by sta…
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Teaching and Learning Experiences in a User-Created Virtual World
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October 25, 2007
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A session at the EDUCAUSE 2007 Annual Conference
Second Life is a user-created virtual world simultaneously played by thousands of people around the world. In this session, we'll share our experiences of teaching in Second Life. Using the in…
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Digital Field Assignments: Course Projects for the Net Generation
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October 24, 2007
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A session at the EDUCAUSE 2007 Annual Conference
Digital field assignments combine active-learning strategies with digital technologies to engage today's learners in team-based assignments in which students apply classroom concepts as they r…
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Technological Impact: Interactive Digital Centers as Digital Content Providers
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October 26, 2007
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A session at the EDUCAUSE 2007 Annual Conference
The Kentucky Community and Technical College system has implemented an Interactive Digital Center focused on digital content creation, visualization systems integration, simulation, and digital lea…
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Understanding and Engaging the Net Generation
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October 26, 2007
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A session at the EDUCAUSE 2007 Annual Conference
The University of Rochester Libraries undertook a two-year study of undergraduate students, focusing on how they do research. Anthropological methodologies, such as cultural probes, were used to co…
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Managing Online Discussions Through a "Participation Portfolio"
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October 26, 2007
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A session at the EDUCAUSE 2007 Annual Conference
If you want students to use online discussions, how do you avoid initiating every thread or simply counting all their replies? By defining and rewarding substantive Q&A (and requiring an online…
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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…
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Authentic Tasks and Assessments: The Keys to Effective E-Learning in Higher Education
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October 24, 2007
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A session at the EDUCAUSE 2007 Annual Conference
Successful higher education e-learning environments exemplify clear alignment among seven factors: objectives, content, instructional design, learner tasks, instructor roles, technological affordan…
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- Teaching and Learning (34)
- Games and Gaming (17)
- E-Learning (13)
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- Learning (9)
- Instructional Technologies (8)
- Learners (8)
- Social Media (8)
- Students (8)
- Virtual Community (8)
- Millennials (7)
- Libraries and Technology (6)
- Networking and Emerging Technologies (6)
- Information Discovery and Retrieval (4)
- Teaching (4)
- E-Content (3)
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