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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
- Advancing Without New Resources
August 12, 2014
A session at the EDUCAUSE Live! - Advancing without New Resources
As we look to the future of IT services in higher education, five things are almost certain: (1) demand for IT services and infrastructure will continue to grow; (2) off-premise (cloud) services …
- Fostering a Place for Invention and Creation: Two Approaches to Makerspaces on Campus
October 28, 2013
Learn how two institutions provide space for fabrication and collaboration with access to advanced tools such as 3D printers and laser cutters. Case Western Reserve University's thin…
- Researchers and the Petabyte Go Global: Preparing the Next Generation of Innovators
May 13, 2014
A session at the EDUCAUSE LIVE! - Researchers and the Petabyte Go Global
New technologies and new cloud infrastructures are changing the landscape of research for all researchers, not just those working in computer science and informatics. Fundamental changes in scale…
- The EDUCAUSE 2014 Top-Ten IT Issues: Be the Change You See
April 16, 2014
A session at the EDUCAUSE LIVE! - The EDUCAUSE 2014 Top-Ten IT Issues
This year marks a turning point for higher education IT organizations, when the new ideas, solutions, and models that have been accumulating in higher education and technology will hit them-and t…
- Mobile Essentials for Faculty
April 2, 2014
A session at the Online Spring Focus Session - Faculty Engagement and Development
This session will introduce you to UCFs mobile learning professional development course. The course was derived from the results of the 2012 Mobile/E-Textbook Survey, which indicated that while t…
- A Cloud Total Cost of Ownership Model for IT Decision Making
June 12, 2014
A session at the Administrative IT Summit
Higher education lacks a consistent methodology to compare the costs of cloud- and campus-based IT services when considering alternatives. Hidden subsidies, apples-to-oranges costs, and qualitati…
- Untethering Faculty with Mobile Innovation
May 1, 2014
A session at the EDUCAUSE Connect: Baltimore
To spark interest in mobile technology, it takes a suite of activities and outreach efforts, including technology showcases and monthly gatherings with demonstrations by and for faculty. In this …
- Developing Mobile Apps to Meet the Needs of Faculty in Teaching and Research
March 17, 2014
A session at the EDUCAUSE Connect: Chicago
Bring your experience and questions to contribute to a "think tank" discussion on meeting the mobile app needs of faculty in both their teaching and in their research. OUTCOMES:…
- Mobile Support Solutions for a Distributed, Regionally Diverse Organization
March 18, 2014
A session at the EDUCAUSE Connect: Chicago
We're a small area of a larger research institution charged with supporting regional locations and online education. Come learn about the tools we use to provide on-demand support to nine re…
- Legal Issues for Higher Ed Technology Professionals: Spend an Hour with Lawyers to Prevent Spending Many Hours with Lawyers
February 27, 2014
A session at the EDUCAUSE LIVE! - Legal Issues for Higher Ed Technology Professionals
Although higher education technology professionals may wish to spend their days working on the systems and services that make their campuses go, legal issues creep up in many corners of the field…