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Rubrics as a Tool to Support Equity and Inclusion

October 07, 2022
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, the research says (Feldman, 2019; Savini, 2021).

Inclusive Texts

December 27, 2023
Today’s students are diverse and include 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, 2023; National Center for Education Statistics, 2023). Gloria Ladson-Billings, 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 (Ladson-Billings, 2013, 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).

Game-Based Learning Experiences

February 07, 2022
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).

Branching Scenario Best Practices Guide

December 29, 2022
Designed to simulate real-world experiences, branching scenarios are powerful tools for increasing student engagement. Like a choose-your-own-adventure book, a branching scenario invites users to explore a virtual world, using knowledge and skills from their coursework and information shared within the scenario to make decisions. The decisions they make lead them down different pathways (some of which may include embedded documents and videos) towards different endings. Depending on the complexity of the branching scenarios and the choices students make, they can experience a variety of different possible outcomes within a single scenario.

Problem Based Learning

September 27, 2021
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.

Creating Learning Objectives

September 24, 2021
Learning objectives help inform students about what they will learn and how they will be assessed. Objectives are meant to align with course expectations. Therefore, any assigned exercises should be guided by the course’s specific learning objectives. Everything in the course should work together to ensure students master the course objectives.

Backward Design

September 24, 2021
Backward design is, as the name suggests, a process for designing curricula, courses, and lectures by working backwards from big-picture learning goals. The concept, introduced by Grant Wiggins and Jay McTighe (2005), suggests that instructors create assessments, activities, and course content that are explicitly aligned with the broader learning goals of the unit. This is different from the traditional content-driven approach to learning design, which focuses on course content first and only secondarily tries to align that content with learning goals.