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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).
The Power of Retrieval Practice
Faculty aim to impart lasting knowledge and skills, but sometimes, learning doesn’t stick. One of the most powerful techniques for enhancing students’ long-term retention is retrieval practice, the process of actively recalling information to mind rather than passively reading or reviewing it. In this piece, we’ll dive into the evidence behind retrieval practice, provide strategies for how to incorporate it into online courses, suggest ways to frame its utility to students to ensure they fully reap the benefits of this learning strategy, and describe specific types of retrieval practice activities.
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.”
Leveraging White Space
Good page design requires balance between white space, or negative space, and positive space. Positive space encompasses all aspects and types of content; on a course page, these objects might include an introductory paragraph, video thumbnail, infographic, callout box, opinion poll, or provocative quotation. Relative to these course components, white space might seem like a nice-to-have. Because it promotes clarity and reduces distortion, however, white space is just as important to instructional page design as content.
Infographic Considerations
An infographic is a visual that combines text, graphics, diagrams, and graphs to present information. When used effectively, infographics can be a powerful tool to guide students through the learning process. “Infographics ask for an active response from the viewer, raising the questions, ‘What am I seeing?’ and ‘What does it mean?’” (Krauss, 2012, p. 10). Infographics also present information in an organized way, which can improve students’ critical thinking, analysis, and synthesis skills (Yildirim, 2016).
Using Hotspots
A unique way to share information, images with hotspots offer online learners the opportunity to interact with course content. Learners can click or hover on particular parts of an image and receive pop-ups giving them more information. Hotspots represent information in a particular context; thus, they fulfill the multimedia principle—use words and graphics rather than words alone—and the contiguity principle—align words to corresponding graphics (Clark & Mayer, 2016).
Project Based Learning
Project Based Learning is learning that is organized around a project (Bell, 2010). It is a student-centered approach to learning, where students choose their topic of study and design an integrative project around the topic (Bell, 2010; Astawa, Artini, Nitiasih, 2017). This form of study promotes self-efficacy in the learning environment. Such self-efficacy enables students to perform more difficult tasks and develop confidence in their abilities (Shin, 2018). These abilities generally help students to transfer their skills to the real world.