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- Student Engagement and Interaction [x]
- Virtual Worlds [x]
- Teaching and Learning (46)
- Virtual Community (46)
- Games and Gaming (21)
- Learning (17)
- Instructional Technologies (12)
- Simulations (11)
- Teaching (11)
- Virtual Learning Environment (VLE) (11)
- Information Technology Management and Leadership (10)
- E-Learning (8)
- Learners (8)
- Social Media (7)
- Learning Environments (6)
- Instructional Design (4)
- Libraries and Technology (4)
- Networking and Emerging Technologies (4)
- Online Teaching Strategies (4)
- Web 2.0 (3)
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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E07 Podcast: An Interview with Ulrich Rauch, Director of Arts Instructional Support & IT at The University of British Columbia
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December 18, 2007
In this 21 minute podcast, we feature an interview with Ulrich Rauch , Director of Arts Instructional Support & Information Technology at The University of British Columbia. He has recentl…
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Teaching and Learning Experiences in a User-Created Virtual World
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October 25, 2007
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A session at the EDUCAUSE 2007 Annual Conference
Second Life is a user-created virtual world simultaneously played by thousands of people around the world. In this session, we'll share our experiences of teaching in Second Life. Using the in…
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Emerging Worlds: Transformative Technologies for Teaching and Learning
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September 17, 2007
Web 2.0 projects have rapidly expanded into a world of social media. From blogs to podcasts, millions of people have published and shared a growing amount of digital content. At the same time vir…
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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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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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Team Building in Virtual Worlds
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January 18, 2007
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A session at the EDUCAUSE Mid-Atlantic Regional Conference 2007
The use of virtual worlds provides a means for educators to bring a simulated real-world experience to the classroom. This case study will explore how undergraduates were able to go beyond the conf…
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2007 Horizon Report
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January 1, 2007
The 2007 Horizon Report looks at six selected areas--"User-Created Content," "Social Networking," "Mobile Phones," "Virtual Worlds," "New Scholarship …
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7 Things You Should Know About Virtual Worlds
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June 15, 2006
A virtual world is an immersive online environment whose "residents" are avatars representing individuals who participate through the Internet. Many institutions are experimenting with …
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Serious Games: Incorporating Video Games in the Classroom
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January 1, 2006
Serious Games: Incorporating Video Games in the Classroom Games designed using sound pedagogy actively engage the Net Generation in learning By Leonard A. Annetta , Marshall R. Murray …
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Simulations, Games, and Learning
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January 1, 2006
Exploring games and education is inherently controversial. Even the name implies games don't involve work. However, today's games are complex, require collaboration and strenuous time c…

















