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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.
Case Studies in a Multimodal Course
Case-based learning allows students to develop higher-order critical thinking, problem-solving, synthesis, analysis, and communication skills by engaging with a realistic scenario in service of practicing course skills and concepts. Case studies are valuable tools for any class that combines asynchronous and synchronous learning. Indeed, some research (e.g., Webb, Gill, & Poe, 2005) suggests that a multimodal delivery model may be ideal for case study-based work, with the combination of synchronous and asynchronous elements enabling students to participate more fully in cases. In the first half of this piece, we outline some key considerations for using case studies in a multimodal course. In the second half, we make targeted recommendations for effectively prepping, facilitating, and reflecting on your multimodal case studies.
Implementing Social Media
Many students use social media platforms in their daily lives, and “emerging evidence indicates that students express positive attitudes toward using social media for learning in general” (Baisley-Nodine, Ritzhaupt & Antonenko, 2018). However, there are also many concerns connected with using social media in an educational setting. These include issues related to a lack of familiarity with the platform, the potential for distraction, and privacy concerns. Therefore, it is important to carefully plan the use of social media in a course to address any potential issues or concerns.
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).
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.”
Six Strategies for Multimodal Content Delivery
If you’re developing a course with synchronous and asynchronous elements, you have a host of options for engaging students and delivering content. Research suggests that incorporating multiple modalities increases accessibility, engagement, and learning (Mick and Middlebrook, 2015; Margolis et al., 2017). With that said, it is important to be intentional about multimodal course design. Both synchronous and asynchronous methods of delivery are effective, but activities can be better suited to one or the other modality and synchronous time is often limited. Delivering selected content asynchronously can support students’ understanding of how information is organized and leave more time for interactivity in synchronous sessions.