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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
- Designs Supporting Students
February 3, 2014
A session at the EDUCAUSE Learning Initiative Annual Meeting
Why You Should Care about Usability Douglas Allen Peterson, Associate Professor of Psychology, The University of South Dakota Usability should inform the design, adoption, and assess…
- What You Shouldn't Ask about Online Learning
February 4, 2014
A session at the EDUCAUSE Learning Initiative Annual Meeting
The panelists will address four questions on the effectiveness and quality of online learning in the present context of higher education: How can I harness the power of disruption? Should I MOOCi…
- Engaging Faculty as Catalysts For Change: A Roadmap for Transforming Higher Education
February 26, 2013
Key Takeaways The Faculty Fellowship Program at the University of Minnesota aims to change faculty culture to implement effectively the thoughtful and innovative application …
- Podcast: Teaching in an Age of Plenty
November 24, 2012
Speaker: Theodore Gray, Co-founder, Wolfram Research, Inc. The practice and profession of teaching developed in the presence of a great scarcity of knowledge. Ubiquitous information and ever m…
- Building the Architecture of Classroom Teaching: Lessons from an "Untethered Teaching" Pilot Project
February 12, 2014
A session at the EDUCAUSE Connect: Portland
Are new teaching techniques made possible when faculty are "untethered" from a classroom podium by using a tablet computer? What technical infrastructure and institutional resources are…
- Re-envisioning a Polytechnic Commitment
November 1, 2012
Patrick B. O'Sullivan is Director of the Center for Teaching, Learning and Technology at California Polytechnic State University. Jeffrey D. Armstrong is President of California Pol…
- Developing a Context-Specific Measure of Technological Expertise: The University of Washington
October 1, 2012
To systematically gather data to help inform technology-related decisions , the University of Washington conducts campus-wide surveys of instructors and students every three years. These s…
- Flip the Classroom and Catalyze the Learning
September 24, 2012
September 27, 2012, 1:00 - 2:00 p.m. ET (UTC-4); convert to your time zone Thanks to the availability of web-based lectures and information sources, the "flipped classroom&q…
- Using Flickr for Media-Rich Classes
October 3, 2012
Key Takeaways When teaching and learning revolve around images, the way that a learning management system buries images as a discussion develops hinders the image flow so cruci…
- Game-Based Learning: Developing an Institutional Strategy
August 9, 2012
Games have become a central component of our culture generally, and they have begun to assume a role in higher education, though typically only on a small scale. Several key trends will drive the…