Active Learning Strategies in Higher Education
- 305 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
Active Learning Strategies in Higher Education
About This Book
In the era of the 21st century knowledge society, higher education can play an important role as a driver for innovation, leadership and creativity, as it helps develop not only well informed and knowledgeable citizens but also responsible and creative individuals. The challenges of globalization, tightly linked with rapid developments in Information and Communication Technologies (ICT) and the need to address issues of quality and inclusiveness for a better quality of life and a sustainable future, have become drivers of change in higher education institutions. We are experiencing a shift towards more interdisciplinary curricula and a more integrated and student-centred approach to teaching. Instructors increasingly use active learning and other pedagogies of engagement as a means to increase learning and improve student attitudes. This book explores best practices for effective active learning in higher education. Experienced instructors from different disciplines and countries share their experiences and reflect on best practices, as well as on the theoretical underpinnings of active learning. Contributors share their thinking on strategies based on different active learning methods such as the use of ICTs, collaborative learning and experiential learning, as well as their implications for teaching, assessment, curriculum design and higher education administration.
Active learning provides skills for real life problem solving and prepares students to become responsible and active citizens. This book will be a very significant resource for educators who are interested in making a difference in students' lives.
Frequently asked questions
Information
ACTIVE LEARNING STRATEGIES IN HIGHER EDUCATION: âSTORIESâ AND LESSONS LEARNT
Chapter 3
Active Learning Stories in Higher Education: Lessons Learned and Good Practices in STEM Education
Abstract
Introduction
Active Learning as an Evolving Practice: Theoretical Underpinnings and Propositions
Active Learning Underpinnings
- Interactive lectures: Interactive lectures may include a variety of active learning methods such as question-and-answer sessions (Socratic method), providing wait time for students to respond (pause procedure), student summary of another studentâs answer, brainstorming on a topic, interactive discussion, creating quiz questions. Icebreaker activities, in-class contests, and guest speakers can also be used to increase student motivation in a lecture.
- Visual-based active learning: Films and in-class demonstrations followed by class discussion or assignments in which students reflect on the audiovisual material are examples of visual-based active learning that can prove to be both effective and enjoyable.
- Classroom assessment techniques (CATs): The âminuteâ paper in which students are asked to summarize class content and the âmuddiest pointâ activity in which students identify the most difficult point are good classroom assessment techniques that help develop active listeners and writers. Additionally, flash cards, clicker questions, and other personal response systems may provide immediate feedback to students on what they have learned.
- Experiential learning: Lab experiments, simulations, field work, and field trips are good examples of experiential learning in which students learn by doing, understand the practical applications of theoretical concepts, and become capable of connecting course material to real-life situations.
- Problem-based learning: A form of enquiry-based learning that reverses the traditional teaching approach, as students are given a problem and are asked to develop a procedure to solve it. It can be an individual or a group activity.
- Flipped classroom activities: In a flipped classroom, the typical lecture and homework elements of a course are reversed. Students view short video lectures and do assignments at home before the class session. In-class time is used for exercises, projects, or discussions.
- Case study analyses: The discussion of specific real-life cases allows students to apply the knowledge they have learned to a real-world situation and understand actions and consequences.
- Creative activities: Students may undertake creative projects (e.g., creative writing, production of artwork, audiovisual material, creation of games, web sites, presentations, performances, etc.) and integrate them with course material.
- Game-based learning and gamification: Using games to enhance the learning experience is an old practice that may increase excitement in the classroom. Classroom versions of TV game shows, electronic or board games, as well as role playing can be used for this purpose. Students can also be asked to develop their own games for the course. Alternatively, gamification is the idea of adding game elements to a non-game situation; it also seems to increase student engagement.
- Cooperative and collaborative learning: Collaborative learning involves joint intellectual efforts by students, or students and teachers together, toward a common goal. Cooperative learning is more structured: each student is assessed individually and is held responsible for contributing to the success of the group. There are many activities that can involve collaborative learning: brainstorming in groups, active review sessions, concept mapping (students create a concept map by connecting terms and indicating relationships between them), problem solving, visual lists (e.g., with the pros and cons of a topic), jigsaw projects (each student is asked to complete a discrete part of a group assignment), in-class role playing, panel discussion, debates, games, etc. In think-pair-share exercises, students work in pairs to discuss topics, compare/share notes, or evaluate another studentâs work. Assessed group projects are another example of collaborative learning.
- Community-based learning: This method involves teaching and learning methods that connect course material with the surrounding community (including history, cultural heritage, and natural environment). It is based on the belief that the learning experience of students can be enhanced by using intrinsic educational assets and resources that communities offer.
- Service learning: A teaching and learning strategy that includes community service as one of its essential elements. Students may engage in projects that have both learning and community-based goals. Through such projects, they may gain a broader appreciation of the discipline, and an enhanced sense of civic responsibility. Service learning enriches the learning experience for students, and strengthens communities.
- Research-based learning: Students are actively involved in research projects, often in collaboration with faculty; in this way, they get exposed to the most recent findings on a topic. Such projects help them develop their ability for critical analysis and synthesis as well as important transferable skills.
Table of contents
- Cover
- Title Page
- Introduction
- Section I: Active Learning in Higher Education: A Theoretical Background
- Section II: Active Learning Strategies in Higher Education: âStoriesâ and Lessons Learnt
- Section III: A Vision for Humanity through Higher Education
- Index