Interaction and Engagement

Recent resources tagged with Interaction and Engagement.

Collaboration Tools

Added by the EDUCAUSE Librarian
Title:Collaboration Tools (ID: ELI3020)
Author(s):Cyprien P. Lomas (The University of British Columbia), Michael Burke (The University of Tennessee), and Carie Lee Page (EDUCAUSE)
Origin:Contributed by EDUCAUSE Learning Initiative, White Papers (08/21/2008)
Type:Articles, Papers, and Reports
Abstract:

Students use technology in natural ways that allow them to do what they want: communicate with anyone they want, in the time and space that suits them best. Easily accessible and user-friendly, collaboration tools allow students to explore, share, engage, and connect with people and content in meaningful ways that help them learn. By relying on the familiar ways students use these tools, faculty can enable new forms of communication and engagement in the classroom, permitting extensions and variations of the informal interactions already occurring in classrooms and hallways, and creating new frontiers for collaboration across geographic boundaries.

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New ELI 7 Things... Brief Explores Wii

Created by Peggy Kurkowski (EDUCAUSE) on July 28, 2008

ELI LogoThe Wii is a video game system that uses a wireless controller capable of sensing position and motion, allowing users to interact with the game applications through physical movements. The controller has captured the interest of academic researchers and hackers, who have used the technology to create applications such as a collaborative choreography tool and an inexpensive, interactive whiteboard.

The 7 Things You Should Know About Wii, EDUCAUSE Learning Initiative’s (ELI) latest brief in the monthly series, examines how Wii technology is used as an input device in virtual worlds and as a training tool that allows learners to perform physical tasks in a digital, risk-free environment.

Browse the complete 7 Things You Should Know About… monthly series.

Overcoming the Fear of Gaming: A Strategy for Incorporating Games into Teaching and Learning

Added by the EDUCAUSE Librarian
Title:Overcoming the Fear of Gaming: A Strategy for Incorporating Games into Teaching and Learning (ID: EQM0830)
Author(s):Rafael Alvarado (Dickinson College)
Origin:EDUCAUSE Quarterly Articles (08/04/2008)
Type:Articles, Papers, and Reports
Abstract:

The effective use of games in academia requires a critical approach to the medium and a willingness to let go of the learning process and harness its outcomes.

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7 Things You Should Know About Second Life

Added by the EDUCAUSE Librarian
Title:7 Things You Should Know About Second Life (ID: ELI7038)
Origin:Contributed by EDUCAUSE Learning Initiative, 7 Things You Should Know (06/11/2008)
Type:Articles, Papers, and Reports
Abstract:

Second Life is a virtual world with tens of millions of square meters of virtual lands, more than 13 million “residents,” and a thriving economy. Large numbers of colleges and universities—or, in some cases, individual departments or faculty—are active in Second Life, not only for academic purposes but also for campus visits, recruiting activities for prospective students, and fundraising. Second Life lets educators easily build and modify learning spaces to test how different strategies for a physical space affect learning, and a similar approach can be taken toward educational activities in those spaces.

The "7 Things You Should Know About..." series from the EDUCAUSE Learning Initiative (ELI) provides concise information on emerging learning technologies. Each brief focuses on a single technology and describes what it is, where it is going, and why it matters to teaching and learning. Use these briefs for a no-jargon, quick overview of a topic and share them with time-pressed colleagues.

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7 Things You Should Know About Multi-Touch Interfaces

Added by the EDUCAUSE Librarian
Title:7 Things You Should Know About Multi-Touch Interfaces (ID: ELI7037)
Origin:Contributed by EDUCAUSE Learning Initiative, 7 Things You Should Know (05/16/2008)
Type:Articles, Papers, and Reports
Abstract:

Multi-touch interfaces are input devices that recognize two or more simultaneous touches, allowing one or more users to interact with computer applications through various gestures created by fingers on a surface. Some devices also recognize differences in pressure and temperature. Multi-touch technology introduces users to swipes, pinches, rotations, and other actions that allow for richer, more immediate interaction with digital content. Multi-touch devices and supporting applications offer diverse ways of visualizing information to improve understanding, and they facilitate new ways to foster collaborative creation, permitting several users to work simultaneously on a single screen.

The "7 Things You Should Know About..." series from the EDUCAUSE Learning Initiative (ELI) provides concise information on emerging learning technologies. Each brief focuses on a single technology and describes what it is, where it is going, and why it matters to teaching and learning. Use these briefs for a no-jargon, quick overview of a topic and share them with time-pressed colleagues.

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Envisioning the Educational Possibilities of User-Created Virtual Worlds

Added by the EDUCAUSE Librarian
Title:Envisioning the Educational Possibilities of User-Created Virtual Worlds (ID: CSD5429)
Author(s):David M. Antonacci (The University of Kansas Medical Center) and Nellie Modaress (The University of Kansas Medical Center)
Source:AACE-Association for the Advancement of Computing in Education
Origin:Contributed by Organizations or Campuses (04/01/2008)
Type:Articles, Papers, and Reports
Abstract:

Educational games and simulations can engage students in higher-level cognitive thinking, such as interpreting, analyzing, discovering, evaluating, acting, and problem solving. Recent technical advances in multiplayer, user-created virtual worlds have significantly expanded the capabilities of user interaction and development within these simulated worlds. This ability to develop and interact with your own simulated world offers many new and exciting educational possibilities. This article explores the technical capabilities and educational potential of these new worlds. Additionally, it presents and illustrates a model, which uses interaction combinations, to identify course content and topics having educational applications in virtual worlds.

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Interactivity in Library Presentations Using a Personal Response System

Added by the EDUCAUSE Librarian
Title:Interactivity in Library Presentations Using a Personal Response System (ID: EQM0826)
Author(s):Evelyne Corcos (York University) and Vivienne Monty (York University)
Origin:EDUCAUSE Quarterly Articles (05/05/2008)
Type:Articles, Papers, and Reports
Abstract:

In order to evaluate student opinion as well as the impact on students of an active learning methodology of two face-to-face presentation styles, during a 50-minute session of library research skills, participants attended either a traditional presentation or a modified one, incorporating the use of the PRS. The Personal Response System is a wireless technology in which students, equipped with clickers, respond to a variety of questions posed by the librarian in the course of the presentation. Both types of sessions, offered by the same librarian, included the same research skills content.  Created for the purpose of evaluating various aspects of the library presentation, a questionnaire completed by all students was analyzed.  In the evaluation, the PRS group not only indicated a greater enjoyment of the session but found the presenter to be well organized.  The authors also discuss aspects of using clickers versus employing a traditional classroom setting.

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Emerging technologies for learning

Added by the EDUCAUSE Librarian
Title:Emerging technologies for learning (ID: CSD5372)
Source:Emerging technologies for learning
Origin:Contributed by Organizations or Campuses (04/02/2008)
Type:Articles, Papers, and Reports
Abstract:

'Emerging technologies for learning' aims to help readers consider how emerging technologies may impact on education in the medium term. The publications are not intended to be a comprehensive review of educational technologies, but offer some highlights across the broad spectrum of developments and trends. It should open readers up to some of the possibilities that are developing and the potential for technology to transform our ways of working, learning and interacting over the next three to five years.

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A Proposed Redesign of Overhead Presentations: Moving from Verbal to Visual

Added by the EDUCAUSE Librarian
Title:A Proposed Redesign of Overhead Presentations: Moving from Verbal to Visual (ID: NCP08081)
Author(s):Russell L. Kahn (SUNY Institute of Technology)
Origin:Presented at NERCOMP Conferences (03/10/2008)
Type:Presentations/Speeches
Abstract:

This session will demonstrate how a redesign in overhead slides can create presentations that foster a more learner-centric rather than teacher-centric model. A change in emphasis from verbal to visual promotes active learning and increases comprehension, encourages deductive reasoning, and improves retention.

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Authentic Critical Reflection: Critique_It in Second Life

Added by the EDUCAUSE Librarian
Title:Authentic Critical Reflection: Critique_It in Second Life (ID: ELI08217)
Author(s):Michael Connors (University of Wisconsin-Madison)
Origin:Presented at ELI Meetings (03/18/2008)
Type:Presentations/Speeches
Abstract:

Critique_It is an online virtual classroom critique system originally developed at the University of Wisconsin-Madison in Croquet and ported to Second Life. The critique is a rudimentary instructional methodology in the arts that can be applied to most other disciplines. Critique_It provides an environment for simulating authentic learning strategies and allowing the possibility for feedback from peers and experts from outside the campus.

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