Problem-based learning
Gamification
Project-based learning
Case-based learning
Problem-based learning presents complex real-world and meaningful situations or problems, in which students must seek possible solutions. It is triggered by the need to discover, experiment and reason and reflect. It may relay on resources and content provided by the teacher or sought by the students.
Case-based learning is an approach in which students apply their knowledge to real world scenarios presented as stories or cases, promoting higher levels of cognition. Cases can be fact-driven and deductive where there is a correct answer, or they can be context driven where multiple solutions are possible.
Gamification applies game dynamics to learning processes. It incorporates principles that maintain attention, motivation, and satisfaction through challenges, overcoming levels, and reward. It involves individual or group participation and emphasizes competition or cooperation.
Project-based learning involves the use of authentic projects, based on a motivating task or problem, directly related to the social or professional context, through which students develop skills with a collaborative approach, following a structure of work based on phases that lead to the final solution.
Active teaching and learning methodologies
Assessment ePortfolio
Authentic practices
Inquiry-based learning
Simulations
avaluativa
Simulation-based learning is a technique used to stimulate the student participation through hypothetical situations that seek to enhance real-life knowledge and apply it in everyday situations. It consists of the representation or simulation of a phenomenon that helps experiencing and reaching deeper understanding.
ePortfolio-based learning is used as a strategy to showcase a selection of evidence relevant to the competencies developed throughout a period of time. The evidence can be presented in different formats and be accompanied by explanations, justifications and or reflections. The ePortofolio should support formative feedback and summative assessement.
Inquiry-based learning
focuses on an active subject who instead of receiving the contents passively, investigates and discovers patterns, ideas, and principles. It puts the development of research skills at the forefront and is based on the inductive reasoning and the solution of problems.
Learning based on authentic practices puts students in front of real problems or challenges withing a social or labour/professional environment/setting. Those experimential scenarios require the application of knowledge and creativity which allow exploring alternative solutions in a bounded period of time.
12
11
10
Challenge-based learning
Collaborative learning
Design-Thinking
Flipped-Classroom
Collaborative learning enforces the social organization of the group, where students collaborate as a team to achieve the common goal of learning; this type of learning is planned and structured. It encourages the development of social and individual skills, such as autonomy, and personal and group responsibility. The teacher accompanies and guides the students.
Flipped-Classroom consists of students having first a contact with the content in an autonomous way, through recorded video sessions, teaching materials or other resources, and second, a face-to-face or online synchronic session with the teacher where they discuss, put into practice, solve or present their work.
Design Thinking focuses on the end user of a solution. It is a design process that begins by defining the problem and ends with the delivery of the solution as a final product. The end users's opinion forms part of an iterative process that is used to improve the product or service.
Challenge-based learning is a practical approach, where students work as a team with other peers, teachers, and experts starting with a challenge. Conflict situations relevant to students are generated to increase their motivation and urge them to come up with new ideas and use different tools to find solutions.
Maina, M. & Guàrdia, L. (2020)
12 active pedagogies
Lou Guardia
Created on March 21, 2022
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Transcript
Problem-based learning
Gamification
Project-based learning
Case-based learning
Problem-based learning presents complex real-world and meaningful situations or problems, in which students must seek possible solutions. It is triggered by the need to discover, experiment and reason and reflect. It may relay on resources and content provided by the teacher or sought by the students.
Case-based learning is an approach in which students apply their knowledge to real world scenarios presented as stories or cases, promoting higher levels of cognition. Cases can be fact-driven and deductive where there is a correct answer, or they can be context driven where multiple solutions are possible.
Gamification applies game dynamics to learning processes. It incorporates principles that maintain attention, motivation, and satisfaction through challenges, overcoming levels, and reward. It involves individual or group participation and emphasizes competition or cooperation.
Project-based learning involves the use of authentic projects, based on a motivating task or problem, directly related to the social or professional context, through which students develop skills with a collaborative approach, following a structure of work based on phases that lead to the final solution.
Active teaching and learning methodologies
Assessment ePortfolio
Authentic practices
Inquiry-based learning
Simulations
avaluativa
Simulation-based learning is a technique used to stimulate the student participation through hypothetical situations that seek to enhance real-life knowledge and apply it in everyday situations. It consists of the representation or simulation of a phenomenon that helps experiencing and reaching deeper understanding.
ePortfolio-based learning is used as a strategy to showcase a selection of evidence relevant to the competencies developed throughout a period of time. The evidence can be presented in different formats and be accompanied by explanations, justifications and or reflections. The ePortofolio should support formative feedback and summative assessement.
Inquiry-based learning focuses on an active subject who instead of receiving the contents passively, investigates and discovers patterns, ideas, and principles. It puts the development of research skills at the forefront and is based on the inductive reasoning and the solution of problems.
Learning based on authentic practices puts students in front of real problems or challenges withing a social or labour/professional environment/setting. Those experimential scenarios require the application of knowledge and creativity which allow exploring alternative solutions in a bounded period of time.
12
11
10
Challenge-based learning
Collaborative learning
Design-Thinking
Flipped-Classroom
Collaborative learning enforces the social organization of the group, where students collaborate as a team to achieve the common goal of learning; this type of learning is planned and structured. It encourages the development of social and individual skills, such as autonomy, and personal and group responsibility. The teacher accompanies and guides the students.
Flipped-Classroom consists of students having first a contact with the content in an autonomous way, through recorded video sessions, teaching materials or other resources, and second, a face-to-face or online synchronic session with the teacher where they discuss, put into practice, solve or present their work.
Design Thinking focuses on the end user of a solution. It is a design process that begins by defining the problem and ends with the delivery of the solution as a final product. The end users's opinion forms part of an iterative process that is used to improve the product or service.
Challenge-based learning is a practical approach, where students work as a team with other peers, teachers, and experts starting with a challenge. Conflict situations relevant to students are generated to increase their motivation and urge them to come up with new ideas and use different tools to find solutions.
Maina, M. & Guàrdia, L. (2020)