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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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Beyond Clickers: Using Web-Based Polling Technologies to Enhance Student Engagement
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January 12, 2012
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A session at the Mid-Atlantic Regional Conference 2012
The "Experience IT" format offers a hands-on, highly interactive introduction to newer tools and technologies so you can explore their potential impact in the workplace and classroom and …
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Building a Collaborative Online Literary Experience
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September 27, 2011
Key Takeaways Educators and students collaborated in constructing an immersive literary experience at the University of Richmond and then reenacted the narrative as a team. Co…
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7 Things You Should Know About Gamification
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August 10, 2011
Gamification is the application of game elements in non-gaming situations , often to motivate or influence behavior. The rewards or the spirit of competition can spur students’ concentratio…
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Clickers in the Classroom: Transforming Students into Active Learners
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July 5, 2011
This research bulletin discusses a program at the University of South Carolina to implement SRSs in the classroom and to study the impacts that the technology has on student outcomes. In our…
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How Instructors Make Meaning of Features in Active Learning Spaces and the Impact on Student Learning
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October 21, 2011
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A session at the EDUCAUSE 2011 Annual Conference
Active learning spaces are technology-rich, collaborative environments designed to engage students actively in their own learning. This highly interactive session will provide an opportunity to dis…
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Lessons Learned in Developing On-Site, Online, and Vendor-Supported Learning Resources
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October 20, 2011
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A session at the EDUCAUSE 2011 Annual Conference
One response to the issue of student success and retention is the development of the Learning Commons approach: the integration of learning support, library, and IT services. This presentation will…
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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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Using Web 2.0 Technology to Make Large Classes Seem Smaller
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October 19, 2011
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A session at the EDUCAUSE 2011 Annual Conference
While large classes are an economic necessity in higher education, they are often viewed as impersonal and a poor model for learning. This interactive session will demonstrate the results of a coll…
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Mixable: A Mobile and Connected Learning Environment
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March 29, 2011
Key Takeaways Students increasingly turn to social networks to enable coursework discussions outside of class , a factor that promotes their academic engagement and success. A ne…
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Augmented Reality and Geotagging in Japan
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March 29, 2011
Key Takeaways Mobile technology offers the ability to combine immediate access to information and location through augmented reality and geotagging . Dickinson College st…


















