Conferences & Events
Events for all Levels and InterestsStay
Jump Start Your Career GrowthStay
Get on the Higher Ed IT MapStay
Uncommon Thinking for the Common Good™Stay
Filter by Publications
Filter by Library Taxonomy
- Teaching and Learning [x]
- Outcomes Assessment [x]
- Student Engagement and Interaction [x]
- Teaching with Technology [x]
- Assessment and Evaluation (3)
- IT Integration (2)
- Learning Environments (2)
- Competency-based Education (CBE) (1)
- Instructional Technologies (1)
- Learning Analytics (1)
- Learning Management Systems (LMS) (1)
- Mobile Learning (1)
- Information Technology Management and Leadership (2)
- Infrastructure and Emerging Technologies (2)
- Libraries and Technology (1)
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
- Technology Enhancement Tools in an Undergraduate Biology Course
December 10, 2012
Key Takeaways This single-class study sought to evaluate technology-enhanced student engagement by comparing the experiences of students using only an e-textbook with the experâ€¦
- Empowering Students and Instructors: Reflections on the Effectiveness of iPads for Teaching and Learning
April 12, 2012
Devices like the Apple iPad call for purposeful experimentation to see how mobile technology might be used in teaching and learning and in updating established educational models to engage todayââ€¦
- Chapter 15: The Open Learning Initiative: Enacting Instruction Online
May 2, 2012
A chapter from Game Changers Ross Strader and Candace Thille This chapter is licensed under a Creative Commons Attribution 3.0 Unported License New technologies are oftâ€¦