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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
- New Technology-based Models for Postsecondary Learning: Conceptual Frameworks and Research Agendas
June 3, 2013
This report is the result of a National Science Foundation-Sponsored Computing Research Association Workshop held at MIT on January 9-11, 2013. This workshop developed a framework for understan…
- Fishing Where the Fish Are: Adding Facebook to the Learning Management Platform Mix
July 23, 2013
By Sidneyeve Matrix To increase student engagement with course materials and classmates, some higher ed faculty are making Facebook a platform of choice. In her Anatomy and Physiology …
- How Can IT Add Value in the Connected Age?
July 22, 2013
EDUCAUSE is exploring the concept of “connectedness” as a lens for understanding IT’s strategic role as an integral component of higher education. Technology enables pervasive and continuou…
- Increasing iPad Usability for Digital Literacy in Under-Represented Communities
July 1, 2013
Key Takeaways After receiving 10 iPads , the library staff at Winston-Salem State University wanted to increase the devices' usability as a supplemental instructional tool, s…
- Interview: John Roston, Adjunct Professor of Music Research at McGill University
July 8, 2013
In this podcast, we feature an interview with John Roston , adjunct professor of music research at McGill University. In his conversation with Beth Forrest Warner , he discusses the Open …
- EDUCAUSE Top-10 IT Issues 2013
June 3, 2013
A quick rundown of the list with comments from higher education IT leaders. A quick rundown of the list with comments from hi…
- 8 Lessons Learned from Teaching Online
May 6, 2013
This video list of insights comes from experts in the field of online teaching. Here is a collection of 8 lessons that might improve your online course! …
- Lecture Capture
September 30, 2014
A session at the EDUCAUSE Annual Conference
We will explore issues and challenges associated with the design, deployment, and management of lecture and content capture systems. Discussion topics include using best practices for hardware/soft…
- How Adaptive Learning Can Improve Retention and Increase Pass Rates
September 30, 2014
A session at the EDUCAUSE Annual Conference
This session will invite frank discussion about the opportunities and limitations of technology to personalize learning, including real-world use cases of institutions using adaptive learning tec…
- Overcoming Hurdles to Social Media in Education
April 1, 2013
Key Takeaways According to a recent study, 100 percent of colleges and universities surveyed use social media , but instructors use it far less for teaching than they do for per…