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- E-Learning [x]
- Student Engagement and Interaction [x]
- Teaching and Learning (138)
- Information Technology Management and Leadership (70)
- Instructional Technologies (51)
- Mobile Learning (47)
- Distributed Computing (38)
- Mobile Computing (38)
- Learning (37)
- Teaching (36)
- Games and Gaming (35)
- Blended Learning (26)
- Online Teaching Strategies (21)
- Simulations (21)
- Institutional Management (20)
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- Learners (17)
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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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Second Life: Reaching into the Virtual World for Real-World Learning
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August 14, 2007
This research bulletin examines the current state of Second Life in relation to the educational environment. Although literature about virtual worlds dates back many years, this bulletin reflects…
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Implementing Authentic Tasks in Web-Based Learning Environments
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July 30, 2007
Implementing Authentic Tasks in Web-Based Learning Environments The instructor's inclusion of authentic activities improves the quality of student interaction and learning in online class…
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Authentic Learning for the 21st Century: An Overview
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January 1, 2007
Learning-by-doing is generally considered the most effective way to learn. The Internet and a variety of emerging communication, visualization, and simulation technologies now make it possible to…
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Reflecting, Writing, and Responding: Reasons Students Blog
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January 1, 2007
Faculty and students are recognizing blogging's learning potential, including the chance to practice writing, reflect on others' thinking, and respond to critical analyses of one's…
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Immersion and Engagement in a Virtual Classroom: Using Second Life for Higher Education
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March 27, 2007
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A session at the ELI 2007 Spring Focus Session
Second Life , a multiuser virtual environment (MUVE), is the most cutting-edge virtual world available to educators today. This parlor presents a case study of one of the first university Engl…
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Student Cameo 1 - Using Adaptive Interactive Narrative to Guide Discovery Learning
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March 27, 2007
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A session at the ELI 2007 Spring Focus Session
March 27, 2007 ELI072_156747 …
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Generation G and the 21st Century
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March 27, 2007
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A session at the ELI 2007 Spring Focus Session
The growing use of games in learning may signal a new pedagogical approach to educating the millennial generation. We'll examine the theory behind the effectiveness of games; what the past c…
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Virtual Learning Environments in 3D
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March 28, 2007
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A session at the ELI 2007 Spring Focus Session
Virtual Learning Environments in 3D We've passed through Web 1.0, entering the architecture of participation. Wikis and other read/write Web 2.0 capabilities provide a collective voice and o…
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Cognition, Learning, and Literacy in Virtual Worlds
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March 28, 2007
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A session at the ELI 2007 Spring Focus Session
This presentation will detail the intellectual practices that constitute gameplay in virtual worlds (for example, collaborative problem solving, informal scientific reasoning, computational liter…
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ECON201: An Online Game for College Credit
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March 27, 2007
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A session at the ELI 2007 Spring Focus Session
ECON201 is an online college course with 3D-like graphics and a complex story that teaches microeconomics through game play. Students lead a group of aliens who crash on a postapocalyptic Earth a…

















