Term | Definition |
Open-Ended Question | A question without a correct answer which students have an opportunity to answer freely. |
Brainstorming | Creation a list of terms/ideas with a moderator collecting the list in a location visible to others. |
Case Study | Having students work through a scenario to solve a problem, create/test a hypothesis, or identify a solution. |
Clickers | A personal response system that permits real-time, in-class assessment of student learning with multiple-choice responses. |
Comics | Visuals used to support student learning either through creation or reading of content material in comic format. |
Concept Mapping | Identification of key terms/concepts, meaningful patterns, and directional arrows to explain relationships between the terms. |
C.R.E.A.T.E. | Instruction method based on Considering, Reading, Elucidating, Analyzing, & Thinking of the next Experiment/Activity. |
External Brains | Visiting a location outside the classroom (literally or virtually) to demonstrate topics that cannot be visualized in class. |
Flipped Classroom | Having students learn new content outside of class and using in-class time/activities to deepen/reinforce knowledge. |
Gamification | The use of game structures to increase engagement through multiple levels, challenges, tasks, identifications, or rewards. |
Garage Demos | Demonstrations put together with ordinary household objects to illustrate a principle. |
In-Class Problem Solving | Having students use previous knowledge & work individually or in groups to solve specific problems. |
Interactive Lecture Demonstration | Having students make predictions about demonstrations, assess the results, & explain observed phenomena. |
Just-in-Time Teaching | Having students complete activities right before class, with their responses shaping in-class instruction as needed. |
Learn Before Lecture | Having students complete an activity and assessment before class, followed with a short quiz or writing assignment. |
Lecture | Method of presenting material to class that focuses on knowledge transfer. |
One-Minute Papers | Asking students an open-ended question and giving them a limited time to write about it. |
Peer Instruction | Having students learn together to solve problems through workshops, guided-inquiry, laboratory, course discussion, etc. |
POGIL
(Process Oriented Guided Inquiry Learning) | A method of peer learning with students working in small groups in pre-assigned roles. |
Blogs or Discussions | Using an online forum for students to answer open-ended questions/reading questions, form their own questions, etc. |
Pre- & Post- Questions | Asking students the same content or conceptual questions before and after a lesson. |
Problem-Based Learning | Having students work in groups to identify, examine, and solve a problem by finding information and proposing a solution. |
Scaffolding | Providing a framework with basic knowledge so students can add on complexity and higher order thinking. |
Screen-Casted Videos | Recording movement and sound on a computer and posting it as a video to supplement class material. |
Service Learning | Having students participate in teaching or volunteering outside of the classroom as part of their course work, |
Strip Sequence | Jumbling the steps of a process out of order & asking students to put them into the correct order. |
Student Discussion | Allowing students the opportunity to talk and discuss a problem in small groups or as a whole class. |
Think - Pair - Share | Having students consider a question, write a response, discuss with a neighbor, & report back forlarger class discussion. |
Whip Around | Posing a questions and expecting each student in the class to share a response. |
Portfolio | A (digital) repository to showcase student (academic) accomplishments. |
Debate | Having students assume opposing roles on an issue and engage a topic orally to discover and discuss complexity. |
Journalling | Having students record their responses to and reflections on a learning experience, question, topic, issue, etc. |
Lecture Bingo | A game identifying important points with students marking each point off on a card as it is brought up in a lecture. |
Muddiest Point | Having students write a brief outline of the most unclear point of a class presentation, lecture, etc. |
Performance Recording | A student performance, presentation, speech, or activity recorded for immediate playback and/or assessment. |
Role Play | Having students act out a scene, case study, controversy, etc. by assuming the roles of of the principals. |
Treasure Hunt | Having students find (and later present) core resources, facts, etc. essential to understanding a given topic. |
Fill in the Blank | Having students watch short, unfinished clips of a video, fill in the blanks for themselves, and then discuss. |
WebQuest | Inquiry-based lessons in which the information that learners interact with come from resources on the Internet. |
Socratic Questioning | Systematically questioning students to define tasks, express problems, delineate issues, etc. through their responses. |