Technology, if used appropriately, can support both teaching and learning by expanding experiences and learning materials, supporting learning outside the classroom and potentially increasing student engagement and motivation.
Several studies have shown that playing games can not only improve learning outcomes but also behavioral, physiological, perceptual, cognitive and soft and social skills (Backlund & Hendrix, 2013; Boyle et al, 2016).
Using video recordings can help free up lecture time and provide student feedback more efficiently.
EdTech: Focus on Higher Education Resource guide for technology in high education: articles, videos, tips and tactical guides on topics ranging from classroom technology and hardware to networking and security.
Campus Technology Resource for campus professionals which provides in-depth coverage (monthly digital magazine, newsletters, webinars and online tools) of technology integration in higher education.
EDUCAUSE Resource collection centered around the topic of advancing higher education through the use of information technology – resources include publications, conference finder, career development opportunities, and an community to connect with other members.
eLearn Magazine Open-access peer-reviewed journal featuring research on eLearning innovations, applications, and policy implications. Resources include articles on technology in education and reviews of software, literature, and events.
HASTAC: Humanities, Arts, Science and Technology Alliance and Collaboratory Community containing over 16,000 members from over 400+ affiliate organizations who share ideas, news, tools, research, insights, pedagogy, methods and projects, and collaborate on various HASTAC initiatives.
Supporting Bloom’s Levels of Taxonomy
These resources can help guide your educational technology tool choices depending on the cognitive level (Bloom’s Taxonomy) that your learning outcomes and associated activities are designed for.