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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
- Teaching with Technology
Teaching with Technology True In this age of BYOD, it is …
- 7 Things You Should Read About Gamification/Game Principles in Instruction
July 1, 2014
Gamification or the application of game principles in instruction refers to the integration of organizational principles and reward structures of games and play to motivate learning in formal…
- Getting Started with Agent-Based Modeling
June 30, 2014
Key Takeaways Agent-based modeling is a kind of applied computing that tackles questions asked by researchers across the university. Simulation allows researchers to …
- RAIT: A Balanced Approach to Evaluating Educational Technologies
June 16, 2014
Key Takeaways Traditional technology assessment — whether bottom-up or top-down — rarely matches the speed of technology adoption in campus teaching and learning environmen…
- Instructor Engagement: Building Trust with Innovative Technology
April 21, 2014
Encouraging pedagogical innovation can be a challenge. This presentation will show tech tools to hook instructors on using technology , creating an environment for sustainable technological …
- 7 Things You Should Read About Intelligent Tutoring
April 1, 2014
An intelligent tutoring system is computer software designed to simulate a human tutor’s behavior and guidance and can assist students by posing questions, parsing responses, and …
- 7 Things You Should Know About Games and Learning
March 11, 2014
Educators have long understood that the interactive dynamic of games has the potential to benefit teaching and learning , and recent years have seen considerable activity surrounding the u…
- Septris and SICKO: Implementing and Using Learning Analytics and Gamification in Medical Education
March 11, 2014
In recent years, the video game industry has become the leading form of entertainment in terms of global total revenue. More than half of Americans play video games, with an average of two gamers…
- Top-Ten IT Issues, 2014: Be the Change You See
March 24, 2014
EDUCAUSE presents the top-ten IT issues facing higher education institutions. Many of these issues are not new. But in 2014 the ideas, solutions, and models that have been accumulating in high…
- Turning the iPad into a Dynamic Hub in the Language Classroom
January 29, 2014
By Colin Keaveney Colin Keaveney is assistant professor of French (Teaching), University of Southern California. Recently, I decided to use iPad functionalities to enhance prepa…