Search
There are 34 results.
Category
Tag
Tag
All (137)
Active Learning (4)
Activities (5)
Alt Text (2)
Analytics (4)
Assessments (9)
Asynchrony (6)
Authentic Activities (2)
Backwards Design (2)
Belonging (3)
Canvas (10)
Case Studies (2)
Collaboration (6)
Color Contrast (2)
Communication (10)
Community (9)
Competency-Based Education (1)
Content Creation (22)
Copyright (2)
Course Maintenance (5)
Course Materials (12)
Course Preparation (8)
Discussions (5)
Diversity (5)
Equity (2)
Faculty Presence (9)
Faculty Support (3)
Feedback (10)
Formative Assessments (7)
Game-Based Learning (2)
Gamification (1)
Generative AI (5)
Grading (7)
Group Work (2)
Images (3)
Inclusion (8)
Infographics (2)
Learning Objectives (3)
Multimodality (7)
Page Design (2)
Peer Review (1)
PowerPoint (2)
Presentations (2)
Qualitative courses (1)
Quantitative courses (1)
Representation (2)
Revising (2)
Rubrics (4)
Scaffolding (1)
Screen Readers (1)
Social Media (2)
Summative Assessments (1)
Synchrony (8)
Third-Party Tools (2)
Universal Design for Learning (UDL) (3)
Video (13)
Visual Accessibility (2)
Visual Design (2)
Workload (1)
Written Assignments (1)
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.
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).
Best Practices to Support Student Well-Being
Mental health concerns are prevalent among undergraduate and graduate students and can have deleterious consequences (Chi et al., 2023; Venable & Pietrucha, 2022). In particular, students struggling with their mental health are less likely to pass their courses and more likely to drop out of their programs of study (Lister & McFarlane, 2021). While universities often provide support systems in the form of accessibility services and counseling centers, several significant issues can lead to the underutilization of available resources among students in general and online students in particular. First, students may need to be physically present on campus in order to access support systems (Lister et al., 2023). As a result, students enrolled in online programs may be unable to use them. Additionally, students may not capitalize on available resources due to logistical challenges (e.g., scheduling), feelings of discomfort in asking for help, or concerns about stigmatization (Venable & Pietrucha, 2022).
Improving PowerPoints
Sharing information via PowerPoint presentations is a long-established strategy in higher education. Designing PowerPoint presentations for online courses can pose unique challenges; however, best practices can help overcome these hurdles. With time and attention, faculty and instructional designers can create engaging and purposeful presentations with lasting value.
Rubrics as a Tool to Support Equity and Inclusion
While student populations have become increasingly diverse, many groups, including first-generation, non-native English speakers, and individuals with disabilities, still face barriers and bias that can derail their success in college (Super et al., 2020). Traditional grading practices—including penalties for late work, writing in dialects other than standard English, and even plagiarism— are prone to bias and only perpetuate disparities (Feldman, 2019; Savini, 2021).
Inclusive Texts
Today’s student population is diverse and includes marginalized groups that have historically been excluded from mainstream education (Ladson-Billings, 2013). In 2021, students of color comprised upwards of 40% of the 15.4 million undergraduates enrolled in U.S. colleges and universities (Nam, 2024; National Center for Education Statistics, 2023). Ladson-Billings (2013), whose work centers on culturally relevant pedagogy, argues that diverse students require inclusive learning to succeed. “[These students] do not fit neatly into the rigid categories of race, class, gender, or national origin” upon which hierarchies of the past have been built (p. 5), so authentic representation of diversity in higher education is critical. Adrienne Keene, an assistant professor of American Studies at Brown University, writes that instructors can do their part to support underrepresented students by being honest about their own bias and blind spots, critiquing their course materials, and integrating meaningful representations of diversity into the curriculum (Fuchs et al., 2020; Keene, 2015).
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 et al., 2018). However, there are 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.
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).