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- Learning [x]
- Student Engagement and Interaction [x]
- Teaching and Learning (155)
- Instructional Technologies (65)
- Games and Gaming (53)
- Learners (52)
- Information Technology Management and Leadership (51)
- Teaching (49)
- E-Learning (37)
- Instructional Design (36)
- IT Integration (27)
- Active Learning (24)
- Millennials (23)
- Virtual Community (23)
- Authentic Learning (21)
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- Simulations (19)
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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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Learning through Situated Simulations: Exploring Mobile Augmented Reality
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January 18, 2011
This ECAR research bulletin illustrates and reports on a series of experiments with situated simulations that have been tested with students in real environments in Norway, Athens, and Rome over…
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The Heart of Student Success: Teaching, Learning, and College Completion and 2010 CCCSE Executive Summary
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November 10, 2010
This report describes four strategies that are likely to improve students’ chances for college completion: strengthening classroom engagement, integrating student support into the learning expe…
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Games: The Best Way to Learn. Period.
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October 14, 2010
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A session at the EDUCAUSE 2010 Annual Conference
In an age of distraction, information overload, and disengagement, traditional methods of conveying information to students are increasingly ineffective. In this session, we argue that games—with…
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Distance vs. Distributed Education: Bringing the Campus to the Student
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October 14, 2010
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A session at the EDUCAUSE 2010 Annual Conference
Advances in integrating the worlds of bits and atoms are challenging assumptions of scarcity that are implicit in the organization of advanced technical education and investigation. MIT's Neil…
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Engaged, Empowered and Enabled: The New K–12 Student Vision for Learning
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October 13, 2010
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A session at the EDUCAUSE 2010 Annual Conference
Since 2003, the Speak Up National Research Project has collected authentic feedback about education and technology from 1.5 million K–12 students. In this review of the most recent data findings,…
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Technology, Student Engagement, and Learning
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October 7, 2010
© 2010 Linda Deneen, Eja Kliphuis, and Gary Natriello. The text of this article is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 License ( http://creativecomm…
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Attention, and Other 21st-Century Social Media Literacies
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October 7, 2010
© 2010 Howard Rheingold. The text of this article is licensed under the Creative Commons Attribution NonCommercial License ( http://creativecommons.org/licenses/by-nc/3.0 ). EDUCAUSE Revi…
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Making the Case for Space: Three Years of Empirical Research on Learning Environments
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September 22, 2010
Key Takeaways Students attending classes in the University of Minnesota's new, technology-enhanced learning spaces exceeded final grade expectations relative to their ACT scores, sugge…
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Hotseat: Opening the Backchannel in Large Lectures
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September 22, 2010
Key Takeaways Despite their flaws as teaching and learning environments, large lectures remain a standard teaching approach because of their relatively low cost, ease of preparation, and lo…
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Reflections on Play, Pedagogy, and World of Warcraft
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September 22, 2010
Key Takeaways The video game World of Warcraft was the text studied, the laboratory, and the classroom for the online course "Warcraft: Culture, Gender, and Identity"…



















