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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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“Engage Me or Enrage Me”: What Today’s Learners Demand
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January 1, 2005
© Marc Prensky EDUCAUSE Review, vol. 40, no. 5 (September-October 2005): 60–65. “Engage Me or Enrage Me”: What Today’s Learners Demand Marc Prensky Marc Prensky is the a…
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Your Campus on a Smartphone, and the Future of Mobile Education (10:15 a.m. PT; 11:15 a.m. MT; 12:15 p.m. CT; 1:15 p.m. ET)
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March 3, 2010
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A session at the ELI 2010 Online Spring Focus Session
More students are using mobile devices to manage their social, personal, and academic lives, which makes the question of how best to fit mobile technology into the campus environment one of incre…
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Yammer: Boost Engagement in Class, Committees, and the Campus Community
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November 7, 2012
Just as Facebook has transformed our personal lives, enterprise social networks are now transforming our professional lives. Learn how three institutions use Yammer to boost engagement among stud…
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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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Workshop 02A - Evaluation and Assessment Practices in Technology-Enhanced Learning 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
The presenters will consider techniques for conducting evaluation and assessment in educational settings in which technology plays an important role. In the evaluation component, they'll addre…
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Wolverine Island
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September 15, 2008
© 2008 P. F. Anderson and Marc R. Stephens. The text of this article is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 License ( http://creativecommons.org/licenses/…
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WMU's "Broncoland": Building Video Games for Student Success
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March 19, 2013
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A session at the Midwest Regional Conference
Broncoland Game and Broncoland Tour are video games designed to enhance recruiting and student success at Western Michigan University. Designed and built entirely in-house by a team of IT s…
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Will Mobile Learning Bring a Paradigm Shift in Higher Education?
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January 27, 2011
In the light of technology-driven social change that creates new challenges for universities, this paper considers the potential of mobile learning as a subset of e-learning to effect a paradig…
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Why Today’s Students Value Authentic Learning
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October 2, 2007
Authentic learning engages students in the multidisciplinary problem solving and critical thinking researchers and experts use every day. While the concept isn't new, it is receiving renewed…
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While You Were Out: How Students Are Transforming the World of Information and What It Means for Publishing
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January 24, 2007
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A session at the ELI Annual Meeting 2007
Students have been quietly revolutionizing the discovery and use of information, forcing scholarly publishers to confront some fundamental assumptions about their work. This presentation will discu…

















