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- Student Engagement and Interaction [x]
- Teaching and Learning (231)
- Information Technology Management and Leadership (91)
- Instructional Technologies (77)
- Games and Gaming (68)
- E-Learning (66)
- Learning (63)
- Teaching (34)
- Distributed Computing (30)
- Learners (30)
- Mobile Computing (30)
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- Networking and Emerging Technologies (27)
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- Institutional Management (24)
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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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What Are We Playing At? What It Means to Integrate Games into the Curriculum, and Why We Should Do It
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August 9, 2005
This session will present an overview of the field of digital game-based learning (DGBL), including what it means to integrate games into the curriculum and the theory and rationale behind how, why…
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Models of Interaction
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June 16, 2005
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A session at the ELI 2005 Summer Focus Session
Goal: Provide participants with an array of models for interaction. Questions for participants to ask themselves: - What characteristics make this form of interaction valuable to learner…
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Second Life: The Educational Possibilities of a Massively Multiplayer Virtual World (MMVW)
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April 26, 2005
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A session at the EDUCAUSE Western Regional Conference 2005
Technical developments in MMVWs continue to advance dramatically. In this session, we will tour Second Life, a MMVW created by each user and simultaneously played by hundreds of people around the w…
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Adding "Fun and Games" to Training Programs
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March 22, 2005
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A session at the EDUCAUSE Midwest Regional Conference 2005
The CITES Help Desk at the University of Illinois at Urbana–Champaign needed an effective training program in a dynamic workplace. Learn how incentive-based training games helped us enrich the cr…
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Second Life: The Educational Possibilities of a Massively Multiplayer Virtual World (MMVW)
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February 16, 2005
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A session at the EDUCAUSE Southwest Regional Conference 2005
Technical developments in MMVWs continue to advance dramatically. In this session, we will tour Second Life, a MMVW created by each user and simultaneously played by hundreds of people around the w…
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Fostering Classroom Engagement with Electronic Whiteboards, Tablet PCs, and DyKnow VISION
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October 20, 2004
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A session at the EDUCAUSE 2004 Annual Conference
We will present our experiences with DyKnow, software that fosters classroom engagement by allowing teachers and students to share and annotate material during class. Although DyKnow runs in variou…
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Integrating Video Games in the Classroom: Where to Begin?
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January 1, 2004
You've bought into the idea that games can effectively be used in the classroom, but how do you integrate commercial games into instruction without sacrificing learning outcomes? This session …
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New Learning Ecosystems
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January 1, 2004
The theme of this meeting is learning ecosystems, where learning is characterized as an open system that is at once dynamic and interdependent, diverse and partially self-organizing, yet adaptive a…
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Gaming As a Next-Generation Learning Technology
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January 1, 2004
Regardless of any new developments in learning technologies, the large lecture persists as the primary "technology" in use. Expanding on the theme of the article he authored for EDUCAUSE …
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What Should Higher Education Learn from Games?
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January 1, 2004
Game designers and learning scholars from Michigan State University will define what characterizes a game and how gender issues relate to game designs. Presenters will outline and show examples of …

















