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EDUCAUSE Library Items for Teaching
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Research & Practice in Assessment (RPA), Special Issue: MOOCs and Technology
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June 6, 2013
This isse of Research & Practice in Assessment (RPA), Volume 8, Summer 2013, shines the spotlight on MOOCs. Specific MOOC related articles in this issue include; Assessment’s…
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Connected Learning: An Agenda for Research and Design
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January 1, 2013
This report is a synthesis of ongoing research, design, and implementation of an approach to education called “connected learning.” It advocates for broadened access to learning that is socia…
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Evidence-Centered Assessment Design
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December 4, 1999
Authors: Robert J. Mislevy, Linda S. Steinberg, & Russell G. Almond "Evidence-centered design" (ECD) describes a program of research and application carried out at Educatio…
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Cultivating Change in the Academy: 50+ Stories from the Digital Frontlines at the University of Minnesota in 2012
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July 9, 2012
Cultivating Change is an eBook designed to stimulate discussion about what’s possible as well as generate new vision and academic technology direction. It serves as a means for faculty, ins…
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Social Network Sites: Definition, History, and Scholarship
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December 4, 2007
Social network sites (SNSs) are increasingly attracting the attention of academic and industry researchers intrigued by their affordances and reach. This special theme section of the Journal of…
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Exploring Burnout among University Online Instructors: An Initial Investigation
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October 11, 2007
Burnout has been identified as a significant issue among those in instructional positions. The purpose of the present research was to identify and describe the status of burnout among higher educ…
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Hypermedia and Discovery Based Learning: What Value?
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January 1, 2005
"In 1992, the author published a paper entitled 'Hypermedia and discovery based learning: A historical perspective'. It traced the swings in the history of educational thinking betwe…
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Video Games and the Future of Learning
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January 1, 2004
Will video games change the way we learn? We argue here for a particular view of games—and of learning—as activities that are most powerful when they are personally meaningful, experiential, so…
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Video Games and Health
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January 1, 2005
Although playing video games is one of the most popular leisure activities in the world, research into its effects on players, both positive and negative, is often trivialised. Some of this researc…
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Supporting Different Learning Styles in an Online Learning Environment:
Does it Really Matter in the Long Run?
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January 1, 2005
It is imperative that researchers examine attrition from a longitudinal perspective. This paper describes such an effort. This study was conducted at a large, private, metropolitan university in so…


















