Universal Design of Instruction

Universal Design of Instruction is a framework focused on making learning available to all students regardless of needs or learning differences. Categories that need to be addressed within the framework included the visual design of the course, the use of media and media files within the course, the inclusion of accessible information about student support […]

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Meta-cognition

Meta-cognition is a reflective process which allows students and instructors a means to build an awareness of one’s thought processes. Meta-cognition can help students create an effective plan to begin and complete learning tasks as well as how to solve problems and assess the effectiveness of their current strategies for learning studying. Thinking about their […]

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Inquiry-Based Learning

This teaching philosophy helps students develop their critical thinking skills by leveraging their curiosity and employing the scientific method. Rather than instructing students about exactly how to approach a task or problem, students are empowered to explore concepts through generating and asking their own questions leading to creating their own solutions. It is an approach […]

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Transfer

When used within the pedagogical discussions, the term transfer refers to students’ ability to take skills, knowledge, and content from one educational context (such as within a course or assignment) and apply those skills to a different setting, i.e., in another course or in a professional setting. Photo courtesy of Pexels. […]

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Inclusive Teaching

: Inclusive teaching strategies refer to pedagogical practices that address the needs of all students from all backgrounds (including those who are differently abled), across all learning modalities, so that all students have equal opportunities to experience a successful learning. These strategies contribute to an overall inclusive learning environment in which students feel equally valued. Inclusive strategies are […]

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HyFlex

HyFlex: The defining characteristic of “flexible hybrid” courses (often shortened to “HyFlex”) is that these courses include a face-to-face component but physical attendance is not required. Students enrolled in HyFlex courses have the option to attend face-to-face sessions, or they can choose to participate in instructional activities online. A HyFlex course may take many forms; below […]

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Gamification

Gamification is when gaming mechanics are added into non-gaming environments (such as in an L.M.S. or an academic conference hub) to increase user participation. The use of games in the classroom may incentivize students to learn on their own and with more efficiency. Photo courtesy of Priscilla Du Preez on Unsplash. […]

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