Search
There are 4 results.
Tag
Tag
All (81)
Active Learning (3)
Activities (2)
Alt Text (2)
Animations (1)
Assessments (3)
Asynchrony (2)
Authentic Activities (2)
Belonging (2)
Canvas (4)
Case Studies (2)
Collaboration (2)
Color Contrast (2)
Communication (2)
Community (2)
Content Creation (9)
Copyright (2)
Course Maintenance (4)
Course Materials (7)
Course Preparation (1)
Discussions (2)
Diversity (4)
Equity (2)
Faculty Presence (1)
Faculty Support (1)
Feedback (6)
Formative Assessments (5)
Game-Based Learning (2)
Gamification (1)
Generative AI (1)
Grading (5)
Group Work (2)
Hyperlinks (1)
Images (3)
Inclusion (5)
Infographics (2)
Learning Objectives (1)
Multimodality (3)
Page Design (2)
Peer Review (1)
Podcasts (1)
PowerPoint (2)
Presentations (2)
Representation (1)
Revising (2)
Rubrics (4)
Scaffolding (1)
Screen Readers (1)
Social Media (1)
Summative Assessments (1)
Synchrony (2)
Third-Party Tools (1)
Universal Design for Learning (UDL) (2)
Video (11)
Visual Accessibility (2)
Visual Design (2)
Workload (1)
Written Assignments (1)
Problem Based Learning
Problem Based Learning is a teaching method used to facilitate student knowledge acquisition. This teaching method is often confused with Project Based Learning, which centers on students applying knowledge. The focus of Problem Based Learning is students acquiring the knowledge. Since the two methods use the same acronym, they are easily confused, but have different objectives for students.
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).
Copyright
From time to time instructors may want to include in their courses copyrighted materials like images, print content, audio recordings, or videos. The University of Minnesota Libraries define copyright as “the area of law that deals with creation, ownership, sale, and use of creative and expressive works.”