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  2. Maker education - Wikipedia

    en.wikipedia.org/wiki/Maker_Education

    Maker education is an offshoot of the maker movement, which Time magazine described as "the umbrella term for independent innovators, designers and tinkerers. A convergence of computer hackers and traditional artisans, the niche is established enough to have its own magazine, Make, as well as hands-on Maker Faires that are catnip for DIYers who used to toil in solitude". [3]

  3. Project-based learning - Wikipedia

    en.wikipedia.org/wiki/Project-based_learning

    In China, Project-based learning implementation has primarily been driven by international school offerings, [22] although public schools use Project-based learning as a reference for Chinese Premier Ki Keqiang's mandate for schools to adopt maker education, [23] in conjunction with micro-schools like Moonshot Academy and ETU, and maker ...

  4. Thematic learning - Wikipedia

    en.wikipedia.org/wiki/Thematic_Learning

    Thematic learning is closely related to interdisciplinary or integrated instruction, topic-, project- or phenomenon-based learning. Thematic teaching is commonly associated with elementary classrooms and middle schools using a team-based approach, but this pedagogy is equally relevant in secondary schools and with adult learners.

  5. Creative pedagogy - Wikipedia

    en.wikipedia.org/wiki/Creative_Pedagogy

    Creative Pedagogy generalized the research in the field of creativity (Graham Wallas, Alex Osborn, J.P. Guilford, Sid Parnes, Ellis Paul Torrance, etc.) and put it into the classroom to improve the teaching/learning process. Creative Pedagogy is the result of applying the studies of creative process to the education process itself.

  6. Design-based learning - Wikipedia

    en.wikipedia.org/wiki/Design-based_learning

    Design projects require students to establish goals and constraints, generate ideas, and create prototypes through storyboarding or other representational practices. [1] Robotics competitions in schools are popular design-based learning activities, wherein student teams design, build and then pilot their robots in competitive challenges.

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  8. Digital pedagogy - Wikipedia

    en.wikipedia.org/wiki/Digital_pedagogy

    Digital pedagogy is the part of pedagogy that studies the design, implementation and evaluation of educational situations comprising a significant component of digital technologies, as well as the necessary conditions for their implementation – synchronous and asynchronous interactions in virtual and mixed learning environments, learning ...

  9. Backward design - Wikipedia

    en.wikipedia.org/wiki/Backward_design

    Ralph W. Tyler introduced the idea of "backward design" (without using this particular term) in 1949 when referring to a statement of objectives.A statement of objectives is used to indicate the kinds of changes in the student to be brought about so that instructional activities can be planned and developed in a way likely to attain these objectives.

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