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EDUCAUSEUncommon Thinking for the Common Good™
EDUCAUSE is the foremost community of higher education IT leaders and professionals.
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Teaching and Learning
The strategic use of information technology has the ability to transform teaching and learning helping institutions realize EDUCAUSE’s mission of "transforming education through information technologies." All institutions have made educating learners a critical priority. Technology is a means, not an end, toward that goal.
EDUCAUSE focuses on understanding learners, aligning learning principles and practices together and integrating learning technology—all with the goal of improving student success. EDUCAUSE members also benefit from tools and techniques that enable them to deliver high quality academic programs and support services in a flexible manner. The strategic use of information technology can enhance student engagement, improve access, and make services more convenient. As IT is integrated into the academic enterprise, a number of other issues are raised such as financing, policies, faculty involvement, and assessment.
We encourage you to explore EDUCAUSE’s resources on teaching and learning. These include the work of our members as well as material contributed from EDUCAUSE's strategic initiative, the EDUCAUSE Learning Initiative. We hope you will find the material of use and encourage you to contribute to future EDUCAUSE activities in teaching and learning.
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Library Items on this Topic
EDUCAUSE Library Items for Teaching and Learning
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The Role of Play and Preparing for a Changing Student Population
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August 6, 2007
Students are arriving on campus with a set of expectations and behaviors that differ from those of previous generations, including the faculty, who are faced with engaging them in the process of le…
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Student Induction through Digital Game-based Learning Environments
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January 1, 2006
Student retention within Universities is becoming more important as the Government is targeting 50 percent of 18 to 30 year olds to experience higher education before 2010 in the UK. The need to …
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Generation G and the 21st Century
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March 27, 2007
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A session at the ELI 2007 Spring Focus Session
The growing use of games in learning may signal a new pedagogical approach to educating the millennial generation. We'll examine the theory behind the effectiveness of games; what the past c…
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Recommended Reading: Gamers Go to College
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January 1, 2007
Recommended Reading Gamers Go to College Craig Westman and Penny Bouman American Association of Collegiate Registrars and Admissions Officers, 2006 $50 (me…
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While You Were Out: How Students Are Transforming the World of Information and What It Means for Publishing
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January 24, 2007
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A session at the ELI Annual Meeting 2007
Students have been quietly revolutionizing the discovery and use of information, forcing scholarly publishers to confront some fundamental assumptions about their work. This presentation will discu…
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Emerging Educational Technologies and Neomillennial Learning Styles
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January 23, 2007
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A session at the ELI Annual Meeting 2007
Emerging digital media are shaping users' motivations, attributes, and social patterns into types of learning styles quite different from those based on sensory, personality, or intelligence f…
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ELI Innovations & Implementations—Mekong e-Sim: A Cross-Disciplinary Online Role-Play Simulation
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January 1, 2006
Primarily developed by Australia's University of Adelaide and University of Technology, Sydney, the Mekong e-Sim is an online learning environment that immerses students in the complexities of…
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Learning by Doing: A Comprehensive Guide to Simulations, Computer Games and Pedagogy in e-Learning and Other Educational Experiences;
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January 1, 2006
Recommended Reading Clark Aldrich John Wiley and Sons, 2005 $60.00, 400 pp. ISBN 0-7879-7735-7 Reviewed by Deborah Keyek-Franssen Two recurring thoughts gave…
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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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Games and Learning
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January 1, 2006
Viewpoint Games and Learning Digital games have the potential to bring play back to the learning experience By Diana G. Oblinger From a very early age, we learn from games and pla…

















