Search
There are 6 results.
Tag
Tag
All (66)
Active Learning (2)
Activities (2)
Alt Text (2)
Analytics (4)
Assessments (4)
Asynchrony (6)
Authentic Activities (1)
Backwards Design (1)
Belonging (2)
Canvas (2)
Case Studies (2)
Collaboration (4)
Color Contrast (2)
Communication (7)
Community (6)
Content Creation (5)
Copyright (1)
Course Maintenance (1)
Course Materials (4)
Course Preparation (5)
Discussions (4)
Diversity (2)
Equity (2)
Faculty Presence (1)
Feedback (1)
Formative Assessments (1)
Game-Based Learning (2)
Gamification (1)
Hyperlinks (1)
Images (2)
Inclusion (4)
Learning Objectives (3)
Multimodality (7)
PowerPoint (1)
Qualitative courses (1)
Quantitative courses (1)
Representation (1)
Rubrics (1)
Screen Readers (1)
Social Media (1)
Summative Assessments (1)
Synchrony (7)
Third-Party Tools (1)
Universal Design for Learning (UDL) (2)
Video (1)
Visual Accessibility (2)
Visual Design (1)
Case Study Best Practices Guide
Case studies are an effective and powerful pedagogical tool. They present realistic narratives to students and require them to analyze possible outcomes or solve a dilemma or challenge associated with the narrative, and they are often followed by a series of questions or prompts that ask students to demonstrate their learning. Case studies can be based on real-world situations or fictional scenarios modeled on authentic occurrences. Regardless of the source and format, case studies provide students an opportunity to practice solving problems that they might encounter in the future.
Universal Design for Learning
Universal Design for Learning (UDL), which has roots in Ronald Mace’s concept of Universal Design, is a pedagogical framework that supports diverse learning needs. According to CAST, the creator of the framework, UDL seeks “to improve and optimize teaching and learning for all people based on scientific insights into how humans learn” (2018). UDL is not a step-by-step curriculum plan, but rather an approach to pedagogy and curriculum development that aims to make the learning environment as accessible as possible for as many learners as possible (Derer, 2021; CAST, 2018).
Enhancing Quantitative Courses With Varied Learning Approaches
Employing a variety of modes of instruction and assessment, as recommended by Universal Design for Learning (UDL) principles, can enhance the learning experience for students in quantitative courses. Diverse elements such as visual aids, interactive features, and real-world applications can complement, extend, or replace traditional lectures and exams. Since classes consist of students with varying learning preferences and strategies, using multiple modes of representation in a course promotes deeper understanding, engagement, and skill development. This piece details design elements that can be particularly impactful in quantitative courses.
Game-Based Learning Experiences
Game-based learning (GBL) is a learning experience, or set of learning experiences, delivered through gameplay or game-like activities with defined learning outcomes. GBL is often confused with gamification, which is the application of game elements to a non-gaming experience. GBL engages students cognitively, emotionally, behaviorally, and socioculturally (Plass et al., 2015). Many factors should be considered when designing GBL, including narrative, player positioning, and interactive design (Dickey, 2005).
Student-Generated Content
Student-generated content — materials and tasks created by learners for other learners — can strengthen engagement by providing students an opportunity to express creativity, practice critical thinking, and increase ownership of learning. Developing student-generated content requires learners to produce an instructional artifact, demonstrating new knowledge alongside existing understanding. Student-generated content can include a variety of formats: