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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.
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.
ECAR Study of Undergraduate Students and Information Technology, 2013, September 2013. 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.
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
- 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 complex, cu…
- 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…
- Interstate Passport Initiative: A New Transfer Framework Based on Learning Outcomes
May 5, 2014
A session at the ELI Webinar - Interstate Passport Initiative
Join Malcolm Brown and Veronica Diaz as they moderate this webinar with Pat Shea, Bob Turner, and Cathy Walker. The Interstate Passport Initiative, based at the Western Interstate Commission for …
- Online Learning: Are We There Yet?
September 23, 2013
The Babson Survey Research Group has been tracking online education among U.S. higher education institutions for over 10 years. By some measures online has been an amazing success: the numb…
- A Framework for Institutional Adoption and Implementation of Blended Learning in Higher Education
August 19, 2013
While many studies have investigated blended learning effectiveness at the course level, very few provide guidance for adoption and implementation of blended learning at the institutional level. …
- GROCS: Longitudinal Impacts of Student-Initiated, Interdisciplinary, Collaborative Projects
September 4, 2013
Key Takeaways The University of Michigan's " Grants Opportunities [Collaborative Spaces]" (GROCS) program was designed to foster interdisciplinary collaboration t…
- Beyond Grades
August 2, 2013
"Testing firms are offering new ways to measure what students learn in college. Their next generation of assessments is billed as an add-on – rather than a replacement – to the college d…
- The Degree Qualifications Profile
January 1, 2011
Through this document, Lumina Foundation for Education offers a “Degree Qualifications Profile,” a tool that can help transform U.S. higher education. A Degree Profile — or qualifica…