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  2. Active learning - Wikipedia

    en.wikipedia.org/wiki/Active_learning

    Complex: students compare learning tasks with complexities existing in real life and making reflective analysis. Situation-driven: the need of the situation is considered in order to establish learning tasks. Engaged: real life tasks are reflected in the activities conducted for learning.

  3. Flipped classroom - Wikipedia

    en.wikipedia.org/wiki/Flipped_classroom

    Flipped classroom teaching at Clintondale High School in Michigan, United States. A flipped classroom is an instructional strategy and a type of blended learning.It aims to increase student engagement and learning by having pupils complete readings at home, and work on live problem-solving during class time. [1]

  4. Audiovisual education - Wikipedia

    en.wikipedia.org/wiki/Audiovisual_education

    To strengthen students' learning skills and make teaching-learning more effective. To attract and retain learners' attention; To generate interest across different levels of students; To develop lesson plans that are simple and easy to follow; To make the class more interactive and interesting; To focus on a student-centered approach

  5. Anchored Instruction - Wikipedia

    en.wikipedia.org/wiki/Anchored_Instruction

    It is a form of situated learning [2] that emphasizes problem-solving within an integrated learning context, which can be examined from multiple perspectives. "In other words, the learning is contextualized to provide students with realistic roles that serve to enhance the learning process", (Fried, Zannini, Wheeler, Lee, & Cortez, 2005). [ 3 ]

  6. Open educational resources - Wikipedia

    en.wikipedia.org/wiki/Open_educational_resources

    [17] [18] In a 2022 overview of the William and Flora Hewlett Foundation's activities supporting open education since 2002, the Foundation describes OER as "freely licensed, remixable learning resources", [19] further including the Creative Commons definition of OER as "teaching, learning, and research materials that are either (a) in the ...

  7. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    Students still make autonomous choices to participate in learning activities. The progress mechanics used in the gamified system can be thought of as lighting the way for learners as they progress, [15] and the other game mechanics and elements of game design are set up as an immersive system to support and maximize students' learning. [16]

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