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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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Game-Based Learning: Developing an Institutional Strategy
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August 9, 2012
Games have become a central component of our culture generally, and they have begun to assume a role in higher education, though typically only on a small scale. Several key trends will drive the…
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Cultivating Change in the Academy: 50+ Stories from the Digital Frontlines at the University of Minnesota in 2012
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July 9, 2012
Cultivating Change is an eBook designed to stimulate discussion about what’s possible as well as generate new vision and academic technology direction. It serves as a means for faculty, ins…
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Next Generation Learning Challenge: Simulating Teaching
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December 15, 2011
Key Takeaways Can someone learn to teach by practicing with a classroom simulation ? Simulations provide multiple chances to practice , including making attempts with highe…
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Creating an Online Global Health Course and Game
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December 15, 2011
Key Takeaways Global public health as a course domain topic suits the various pedagogical methods and technologies commonly used for online learning . The data-ri…
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Lance Eaton
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Coordinator of Instructional Design
North Shore Community College
Danvers, Massachusetts
UNITED STATES
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Spencer Striker
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Lecturer
University of Wisconsin-Whitewater
Madison, Wisconsin
UNITED STATES
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Workshop 05A - The Role of Play in Learning with Technology PLEASE NOTE: Separate registration and fee is required to attend this workshop.
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January 20, 2009
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A session at the ELI Annual Meeting 2009
From Plato and Piaget to the current day, scholars have noted the critical role of play in learning, yet the concept of playful learning still encounters significant resistance in higher education.…
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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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Overcoming the Fear of Gaming: A Strategy for Incorporating Games into Teaching and Learning
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August 4, 2008
© 2008 Rafael C. Alvarado Viewpoint Overcoming the Fear of Gaming: A Strategy for Incorporating Games into Teaching and Learning The effective use of games in academia requires a critic…
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Envisioning the Educational Possibilities of User-Created Virtual Worlds
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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…


















