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- Student Engagement and Interaction [x]
- Teaching and Learning (509)
- Information Technology Management and Leadership (206)
- Instructional Technologies (176)
- Learning (155)
- Games and Gaming (150)
- E-Learning (138)
- Teaching (97)
- Learners (78)
- Virtual Community (73)
- Distributed Computing (67)
- Social Media (67)
- Mobile Computing (66)
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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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The Real Versus the Possible: Closing the Gaps in Engagement and Learning
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January 1, 2005
Interactive instruction is the focus of Judith Ramaley and Lee Zia's chapter, based in large part on their work at the National Science Foundation. Virtually all those who study the Net Genera…
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Father Google and Mother IM: Confessions of a Net Gen Learner
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January 1, 2005
© 2005 Carie Windham EDUCAUSE Review, vol. 40, no. 5 (September-October 2005): 42–59. Father Google and Mother IM: Confessions of a Net Gen Learner Carie Windham Carie Windham…
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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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Leveraging LMSs to Enhance Campus-Based Student Engagement
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January 1, 2005
Research in Brief Leveraging LMSs to Enhance Campus-Based Student Engagement Learning management systems influence student engagement and learning outcomes in ways that we do not properly u…
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Using Interaction in Online Discussion Boards
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January 1, 2005
Research in Brief Using Interaction in Online Discussion Boards Successfully fostering interaction in online courses requires incorporating both instructional and social types of interactio…
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Games in Higher Ed: When Halo 2, Civilization IV, and Xbox 360 Come to Campus
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January 1, 2005
The evolving technologies committee is charged with identifying and monitoring evolving technologies and their impact on higher education institutions. This submission is on gaming in higher educat…
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Video Games and Health
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January 1, 2005
Although playing video games is one of the most popular leisure activities in the world, research into its effects on players, both positive and negative, is often trivialised. Some of this researc…
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Virtual Dissection and Physical Collaboration
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January 1, 2005
This paper explores how software can be designed for individual use or for collaboration in the physical or virtual world, focusing on physical collaboration. The case study explored is the design …
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Meet the Gamers
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January 1, 2005
"They research, teach, learn, and collaborate. So far, without libraries." "They research, teach, learn, and collaborate. So far, withou…
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Students' Self Analysis of Contributions to Online Asynchronous Discussions
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January 1, 2005
This paper presents an example of an approach that involves both the student and the instructor in the evaluation of an online discussion in a context of teaching and learning. According to this ap…

















