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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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If You Badge It, Will They Engage? Gamification Principles in Online Courses
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February 5, 2013
Motivation (and the associated engagement) in online classes is both the linchpin to success and arguably the most difficult element to inspire in students. The principles of gaming offer clues t…
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Designing Games That Teach and Assess Learning Outcomes
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February 15, 2012
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A session at the EDUCAUSE Learning Initiative 2012 Annual Meeting
Games have a high potential for learning. Games can also assess learning outcomes. How can this potential be realized? We report on a method developed by the Games for Learning Institute (G4LI) to …
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Do the Math! Increasing Student Engagement and Learning
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February 13, 2012
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A session at the EDUCAUSE Learning Initiative 2012 Annual Meeting
Many colleges have low success rates in their developmental math programs. Do the Math is a Next Generation Learning Challenges Wave 1 project that seeks to address this problem by increasing stude…
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Design for Learning: Waiting for Superman vs. Empowering Superheroes
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February 15, 2011
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A session at the ELI Annual Meeting 2011
We're entering a transformative time for education, with new technologies positioned to disrupt the known market and system. Though pioneering, many of the past century's technologies fai…
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Using Technology to Engage Students - Sponsored by Turning Technologies, An EDUCAUSE Bronze Partner
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February 14, 2011
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A session at the ELI Annual Meeting 2011
It has been suggested that the lack of interaction in large lecture courses is to blame for the many problems facing these courses: declining enrollments, low attendance, poor evaluations, and d…
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A Campus-Based Alternate Reality Game (Pilot Program/Emerging Technology)
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February 14, 2011
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A session at the ELI Annual Meeting 2011
Alternate reality games merge the real world with the online world and game characters with game players. In spring 2010, UNC–Chapel Hill conducted its first ARG, designed to help undergraduates …
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The iDEAL Makeover: A University-Wide Transition to Blended Courses
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September 15, 2010
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A session at the ELI 2010 Online Fall Focus Session
As an emergent university built on a rich heritage and commitment to innovation, Brandman University, part of the Chapman University system, had a unique opportunity to redesign its course delive…
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Crowdsourcing the LMS: Using Students to Collect Meaningful Data on How Instructors Use the LMS
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October 13, 2010
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A session at the EDUCAUSE 2010 Annual Conference
Carleton University used crowdsourcing to collect information on how instructors use the institution's learning management system. This session will examine the concept of crowdsourcing, the c…
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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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Lowering the Barriers to Mobile Device Adoption
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March 3, 2010
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A session at the ELI 2010 Online Spring Focus Session
Central Michigan University has launched an initiative to dramatically increase the engagement of incoming education students through a combination of technologies centered on Apple's iPod t…
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- Teaching and Learning (19)
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