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In this age of BYOD, it is a given that technology is also in the classroom. But questions persist; does the use of technology in instruction improve learning? How do we assess the learning outcomes? Which technologies prove the most effective in the classroom? The following resources explore these questions and more.
Teaching Online Pedagogical Repository (TOPR) is a public resource from the University of Central Florida's Center for Distributed Learning. Each entry describes a strategy drawn from the pedagogical practice of online/blended teaching faculty, depicts this strategy with artifacts from actual courses, and is aligned with findings from research or professional practice literature.
ECAR Study of Undergraduate Students and Information Technology, 2014, October 2014. This year's findings are distilled into four broad themes to help educators and higher education institutions better understand how students experience technology on their respective campuses and the ways in which new, better, or more technology can impact students’ relationship with information technology.
Study of Faculty and Information Technology, 2014. August 2014. The findings of this research into the faculty community reinforce the promise of technology for the academic community. Faculty see technology as a valuable tool in traditional classroom settings, in research labs, and across digital environments, reshaping delivery systems, instructional models, and expectations. They are motivated to use technology more effectively—most say they are open to professional development to improve their knowledge about available technologies and, more importantly, about how to better integrate technology into their professional roles.
Septris and SICKO: Implementing and Using Learning Analytics and Gamification in Medical Education, EDUCAUSE Learning Initiative, March 2014. To investigate and capitalize on the growth of gaming and learning analytics and apply it to education, Stanford School of Medicine developed two educational games. Septris and its successor, SICKO (Surgical Improvement of Clinical Knowledge Ops), are web-based educational games developed by a cross-disciplinary team of doctors, web developers, and instructional technologists.
8 Lessons Learned from Teaching Online. This video list of insights comes from experts in the field of online teaching.
Overcoming Hurdles to Social Media in Education, EDUCAUSE Review, April 2013. A 2010-2011 study of social media found that 100 percent of the colleges and universities studied are using it but also found that use social media for instruction, most use video in the classroom and many use blogs and wikis.
Engaging Faculty as Catalysts For Change: A Roadmap for Transforming Higher Education, EDUCAUSE Review, February 2013. The Faculty Fellowship Program at the University of Minnesota aims to implement effectively the thoughtful and innovative application of educational technologies.
Using Laptops in the Classroom: The University of Michigan, ELI Seeking Evidence of Impact (SEI) Case Studies, December 2012. In effort to assess the efficacy of laptops for student learning, the university’s Center for Research on Learning and Teaching (CRLT) undertook a study to examine how laptops affect student attentiveness, engagement, and learning.
Simple Works: Why Technology Innovation Means More of Less, ELI Fall Focus Session, October 2012. This session explored how to communicate new ideas, find the best faculty partners, and develop new technology that scales to meet a spectrum of needs while providing an underlying platform for research and assessment.
What's Next for Emerging Technologies That Support Teaching and Learning? ELI Fall Focus Session, October 2012. This session recording describes Indiana University’s two-year pilot program that assess multiple learning technologies in effort to strengthen their understanding of how these systems and tools support teaching and learning.
Developing a Context-Specific Measure of Technological Expertise: The University of Washington, ELI Seeking Evidence of Impact (SEI) Case Studies, October 2012. To help the University of Washington make inform technology-related decisions a survey of instructors and students is every three years. This case study discusses the 2011 version of the surveys, focusing specifically on the data from two sections of the survey: technological proficiency, and technology supports and obstacles.
Interweaving assessments into immersive authentic simulations: Design strategies for diagnostic and instructional insights, Chris Dede, White Paper for the ETS Invitational Research Symposium on Technology Enhanced Assessments). Educational Testing Service. May 2012. The author details how virtual worlds and augmented realities now offer the opportunity for all students to experience simulated, authentic internships without leaving their classrooms.
Learning science through games and simulations, National Research Council, The National Academies Press, 2011. This book reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life.
Library Items on this Topic
EDUCAUSE Library Items for Teaching with Technology
- Prior Learning Assessment & Competency-Based Education
March 25, 2015
“What can you do with what you know?” Competency-based educatio…
- Instructor Engagement with E-Texts
February 23, 2015
Key Takeaways This case study of Indiana University's e-text initiative reports on the participation levels and motivations of instructors in engaging with digital textbooks…
- Probing the Inverted Classroom: A Study of Teaching and Learning Outcomes in Engineering and Mathematics
January 16, 2015
Flipped classrooms have started to become commonplace on university campuses. Despite the growing number of flipped courses, however, quantitative information on their effectiveness remains…
- Student Success Innovations to Watch
January 26, 2015
By: Judith A. Pirani Building Blocks for College Completion: Student Success from NextGenLC If you scroll down to the end of the above infographic, which …
- Finding New Business Models in Unsettled Times
November 10, 2014
If the core crisis in higher education is one of sustainability, being focused on the job to be done and having a grasp of the forces shaping higher education gives institutional leaders a new…
- 7 Things You Should Know About CBE Tools
July 10, 2014
As competency-based education (CBE) programs become more prevalent, tools have emerged to support them , ranging from software utilities that enable a single type of student project to com…
- California State University Northridge: Hybrid Lab Courses
July 7, 2014
California State University, Northridge’s Hybrid Lab course model targets high failure rate, multisection, gateway courses in which prerequisite knowledge is a key to suc…
- Better Understanding through Data: Completion, Motivation, and Learning in Minnesota MOOCs
June 19, 2014
In the summer of 2013, faculty members at the University of Minnesota collaborated with staff from the university’s Office of Information Technology and provost’s office to deliver five massi…
- Quality Matters for MOOCs: Results and Implications of the First QM MOOC Reviews
December 2, 2013
In this webinar we’ll present the results of the first set of Quality Matters reviews of MOOCs developed for general and remedial education students. The strengths and weaknesses, relat…
- Learning With and From Others: Designing Massive Experiences for Studying Peer Networks for Learning and Knowledge-building
November 18, 2014
A session at the EDUCAUSE LIVE! - Learning With and From Others
Research documents that relatively few people can learn on their own from generic curricular materials, absent instructional customization and social support. This outcome is independent of mediu…