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- Networking and Emerging Technologies [x]
- Student Engagement and Interaction [x]
- Teaching and Learning (63)
- Network Applications (31)
- Internet and Web Applications (28)
- Web 2.0 (27)
- Instructional Technologies (25)
- Social Media (24)
- Information Technology Management and Leadership (23)
- Learning (17)
- E-Learning (14)
- Teaching (12)
- Virtual Community (12)
- Institutional Management (10)
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- Cyberinfrastructure (9)
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- Games and Gaming (9)
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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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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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Transforming Earth Sciences via Next-Generation Internet Linkages Between the Oceans and Classrooms, Laboratories, and Living Rooms - Sponsored by Adobe Systems, Inc., An EDUCAUSE Silver Partner
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October 24, 2007
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A session at the EDUCAUSE 2007 Annual Conference
New technologies and infrastructure that extend bandwidth and power to the seafloor are being developed within the Ocean Observatories Initiative of the National Science Foundation. A major compone…
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Engineering Informatics for Bio-Inspired Robots
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October 16, 2007
Engineering Informatics for Bio-Inspired Robots is an NSF-funded project trying to break down barriers to collaboration between engineering and computer science departments. Faculty members parti…
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The nanoHUB: Community and Collaboration
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October 19, 2007
EDUCAUSE Review , vol. 42, no. 6 (November/December 2007): 144–145 The nanoHUB: Community and Collaboration Carie Windham Carie Windham is Student Relations Advisor for the ED…
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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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CyberBridges—An Authentic Learning Case Study
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September 14, 2007
CyberBridges trains graduate students how to use cyberinfrastructure (CI) -- a combination of computing systems, applications, and virtual organizations. Supported by NSF, CyberBridges hinges on …
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7 Things You Should Know About Cyberinfrastructure
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August 20, 2007
Cyberinfrastructure is not a new technology, per se, or merely a better, faster Internet. While cyberinfrastructure brings together high-performance computing, remote sensors, large data sets, mi…
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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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Web 2.0: Big app on campus
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August 31, 2007
Many educators "see the enticement of notoriety through Web 2.0-style social tools--blogs, wikis and the like--as a way to engage students in their education and maybe even get them to choos…
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nanoHUB - An Authentic Learning Case Study
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August 9, 2007
nanoHUB is an online portal for nanotechnology researchers, instructors, and students created by Purdue University and the National Science Foundation. It uses cyberinfrastructure to provide acce…

















