High Quality High-Impact Practices

In 2008 George Kuh synthesized research on engagement and persistence in college to conclude that certain experiences are particularly beneficial for students. Kuh’s original list identified ten high-impact practices: first-year seminars and experiences, common intellectual experiences, learning communities, writing-intensive courses, collaborative assignments and projects, undergraduate research, diversity/global learning, service learning/community-based learning, internships, and capstone courses and projects.

These practices are not perfect, of course. Research on first-year seminars, for example, demonstrates that the quality of the experience is linked to its impact. Higher quality experiences lead to deeper outcomes. For example, according to research by Linda DeAngelo (in press 2013), discussing course material outside of class with peers is a significant indicator of positive outcomes for first year students, more than either being in a first year-seminar or living in a learning community.

As Ashley Finley from AAC&U comments in a Center for Engaged Learning interview, a crucial challenge with high-impact practices “is not that they exist on campus, but that they are done well.”

What makes for a high quality high-impact practice?

Why engaged learning?

By now it is cliché to point out the “disruptions” facing and the “revolutions” occurring in higher education today. Massive open online courses (MOOCs) are drawing hundreds of thousands of students, and nearly as many headlines, as a radical force for change. The financial model for many colleges and universities also is teetering on a cliff edge as mounting student debt and an institutional addiction to tuition increases erode what had seemed to be solid ground not so long ago.

And then there’s the problem of student learning. As Academically Adrift revealed, and many suspected, not all of our students are learning nearly so much as we had promised or hoped. Some now claim that it’s time to toss out the course credit hour. Or, as Randy Bass argues, perhaps we have entered a post-course era, a time when the formal curriculum is no longer “the primary place where the most significant learning takes place” in an undergraduate’s education. And then there’s the drumbeat for gamification, transforming college by applying the lessons of successful game design.

In the face of all of this, why should a new Center, or a faculty member, or an institution, focus on something as last century as engaged learning?