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EDUCAUSE Library Items for Teaching
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Game-Based Learning: Developing an Institutional Strategy
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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…
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Assessing the Future: E-Portfolio Trends, Uses, and Options in Higher Education
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February 24, 2009
This ECAR research bulletin overviews the use of e-portfolios in higher education. The analysis of the potential benefits in post-secondary settings also includes considerations of the obstacles …
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Scholarly Practice in the Digital Age
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December 5, 2008
Presentation at the 2008 EDUCAUSE Center for Applied Research (ECAR) Symposium, December 4, 2008, in Boca Raton, Florida, by Paul N. Courant, University Librarian and Dean of Libraries, Universit…
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Second Life: Reaching into the Virtual World for Real-World Learning
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August 14, 2007
This research bulletin examines the current state of Second Life in relation to the educational environment. Although literature about virtual worlds dates back many years, this bulletin reflects…
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Capitalizing on Opportunity: Innovative Teaching and Collaborative Learning at Emory University
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October 4, 2004
This case study examines the rationale and design of the Computing Center at Cox Hall at Emory University and the ways in which the Center supports innovative teaching and collaborative learning.…
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Student-Centered Learning: A Personal Journal
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May 27, 2003
Putting students at the center of the learning environment requires a shift from an emphasis on content to teaching students how to be lifelong learners. This research bulletin illustrates ways t…

















