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Filter by type
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- Instructional Technologies [x]
- Student Engagement and Interaction [x]
- Teaching and Learning (77)
- Information Technology Management and Leadership (24)
- Learning (22)
- E-Learning (19)
- Games and Gaming (16)
- Teaching (16)
- IT Integration (13)
- Clickers (11)
- Distributed Computing (11)
- Mobile Computing (11)
- Virtual Community (11)
- Collaborative Technologies (9)
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- Instructional Design (8)
- Learners (8)
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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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Assessing What Students Learn in Technology-Based Learning Environments
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January 1, 2006
Virtual simulations, role-playing in games, discussion boards, and shared spaces are among the growing kinds of options educators are using to foster student learning. Aside from the efficiency o…
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Teaching Through Interactive Learning Simulations
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March 22, 2006
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A session at the NERCOMP Annual Conference 2006
Although many educators feel that technology will have a significant impact on learning, how this will happen is less certain. For the past three years Wharton's Learning Lab has explored this…
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Purdue's System-Wide Deployment of a Classroom Response System
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March 14, 2006
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A session at the EDUCAUSE Midwest Regional Conference 2006
A classroom response system is an electronic instructional system used by more than 40 instructors on the Purdue West Lafayette Campus encompassing approximately 9,000 students. Using eInstruction&…
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Promising Technologies on the Horizon
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January 31, 2006
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A session at the ELI Annual Meeting 2006
The 2006 Horizon Report , a joint publication of the New Media Consortium (NMC) and the EDUCAUSE Learning Initiative (ELI), highlights new technologies for teaching, learning, and creative exp…
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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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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…

















