Presented at EDUCAUSE Annual Conferences and Interaction and Engagement

Social Software in Higher Education: Isolated Accidents or the Start of Something Big?

Added by the EDUCAUSE Librarian
Title:Social Software in Higher Education: Isolated Accidents or the Start of Something Big? (ID: EDU07242)
Author(s):Eja Kliphuis (INHOLLAND University of Professional Education), Bas Cordewener (SURFfoundation), Cyprien P. Lomas (The University of British Columbia), and Julie K. Little (EDUCAUSE)
Origin:Presented at EDUCAUSE Annual Conferences (10/23/2007)
Type:Presentations/Speeches
Abstract:

Blogs, wikis, and networking tools appear to gain widespread acceptance. How are higher education professionals using social software tools in their practice? Is there any convergence with what students using them bring to the institution? We will invite participation to explore these questions and determine if there are international differentiators.

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Digital Field Assignments: Course Projects for the Net Generation

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Title:Digital Field Assignments: Course Projects for the Net Generation (ID: EDU07240)
Author(s):Michael Reese (The Johns Hopkins University) and Richard Shingles (The Johns Hopkins University)
Origin:Presented at EDUCAUSE Annual Conferences (10/23/2007)
Type:Presentations/Speeches
Abstract:

Digital field assignments combine active-learning strategies with digital technologies to engage today's learners in team-based assignments in which students apply classroom concepts as they research real-world problems. This session will define the concept of digital field assignments, present case studies, and share best practices.

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Students as "Angel Investors": Technology-Fee Projects Drive Campus IT Innovation

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Title:Students as "Angel Investors": Technology-Fee Projects Drive Campus IT Innovation (ID: EDU07276)
Author(s):Melody Childs (Louisiana State University) and Stacey Morales (Louisiana State University)
Origin:Presented at EDUCAUSE Annual Conferences (10/23/2007)
Type:Presentations/Speeches
Abstract:

At LSU , student government is extremely active in a spectrum of campus issues, including IT. Like many universities, LSU has a technology fee, but unlike most, student oversight is required by state law. Far from finding this oppressive, students have become "angel investors," initiating investment and stimulating interest in emerging technologies.

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Teaching and Learning Experiences in a User-Created Virtual World

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Title:Teaching and Learning Experiences in a User-Created Virtual World (ID: EDU07269)
Author(s):David M. Antonacci (The University of Kansas Medical Center), David Thomas (University of Colorado at Denver and Health Sciences Center), Stephanie Gerald (The University of Kansas Medical Center), Edward Lamoureux (Bradley University), Randolph Hollingsworth (University of Kentucky), and Nicholas S. Noakes (Hong Kong University of Science & Technology)
Origin:Presented at EDUCAUSE Annual Conferences (10/23/2007)
Type:Presentations/Speeches
Abstract:

Second Life is a user-created virtual world simultaneously played by thousands of people around the world. In this session, we’ll share our experiences of teaching in Second Life. Using the interaction combinations integration model we developed as a framework, we will describe our projects, outcomes, and recommendations.

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Technological Impact: Interactive Digital Centers as Digital Content Providers

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Title:Technological Impact: Interactive Digital Centers as Digital Content Providers (ID: EDU07322)
Author(s):Jamie Justice (Kentucky Community & Technical College System)
Origin:Presented at EDUCAUSE Annual Conferences (10/23/2007)
Type:Presentations/Speeches
Abstract:

The Kentucky Community and Technical College system has implemented an Interactive Digital Center focused on digital content creation, visualization systems integration, simulation, and digital learning. This session will provide an overview of how the IDC is also focused on application development, training, integration, and deployment of visualization technologies.

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Understanding and Engaging the Net Generation

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Title:Understanding and Engaging the Net Generation (ID: EDU07309)
Author(s):Susan Gibbons (University of Rochester)
Origin:Presented at EDUCAUSE Annual Conferences (10/23/2007)
Type:Presentations/Speeches
Abstract:

The University of Rochester Libraries undertook a two-year study of undergraduate students, focusing on how they do research. Anthropological methodologies, such as cultural probes, were used to construct a holistic picture of the lives of undergraduates. The study results have informed how we make decisions and effected changes to align our efforts with the needs and expectations of Net Generation undergraduates.

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Authentic Tasks and Assessments: The Keys to Effective E-Learning in Higher Education

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Title:Authentic Tasks and Assessments: The Keys to Effective E-Learning in Higher Education (ID: EDU07214)
Author(s):Thomas C. Reeves (University of Georgia)
Origin:Presented at EDUCAUSE Annual Conferences (10/23/2007)
Type:Presentations/Speeches
Abstract:

Successful higher education e-learning environments exemplify clear alignment among seven factors: objectives, content, instructional design, learner tasks, instructor roles, technological affordances, and assessment. Objectives and assessment are commonly misaligned, but misalignments can be addressed using instructional designs focused on authentic tasks and assessments.

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Clicker Pickers: Four Universities' Perspectives on Standardizing on a Classroom Response System

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Title:Clicker Pickers: Four Universities' Perspectives on Standardizing on a Classroom Response System (ID: EDU07124)
Author(s):M.K. Smith (University of Mississippi), Jim Julius (San Diego State University), Linda Murphy-Boyer (University of Toronto), and Jim Twetten (Iowa State University)
Origin:Presented at EDUCAUSE Annual Conferences (10/23/2007)
Type:Presentations/Speeches
Abstract:

Many instructors are adopting clicker technology as a way to engage students during lecture. Usually, students are responsible for the purchase of their clickers. Hear how four universities standardized on a single clicker type, thereby saving students the cost of purchasing multiple products for classes that use clickers.

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Immersive Marketing for Libraries: Alternate Reality Games and Library Orientations

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Title:Immersive Marketing for Libraries: Alternate Reality Games and Library Orientations (ID: EDU07295)
Author(s):Jeremy Donald (Trinity University) and Jason Hardin (Trinity University)
Origin:Presented at EDUCAUSE Annual Conferences (10/23/2007)
Type:Presentations/Speeches
Abstract:

Trinity University's Coates Library adapted an immersive marketing campaign strategy known as an alternate reality game when designing the library's 2006 new student orientation. Objectives emphasized critical thinking skills, orientation to the online and physical environments, interactions with librarians, and entertaining engagement.

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Managing Online Discussions Through a "Participation Portfolio"

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Title:Managing Online Discussions Through a "Participation Portfolio" (ID: EDU07320)
Author(s):John Fritz (University of Maryland, Baltimore County)
Origin:Presented at EDUCAUSE Annual Conferences (10/23/2007)
Type:Presentations/Speeches
Abstract:

If you want students to use online discussions, how do you avoid initiating every thread or simply counting all their replies? By defining and rewarding substantive Q&A (and requiring an online "participation portfolio"). Students will take responsibility for discussions and reduce your burden in assessing them.

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