Please note that this site will be decommissioned on the 28th of October 2022. If you're using this as part of current educational delivery, contact Tim O'Connor (tim.oconnor@rmit.edu.au) Active learning | Learning Design Pattern Collection
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Active learning

Active learning is a process whereby students engage in activities, such as reading, writing, discussion, or problem solving that promote analysis, synthesis, and evaluation of class content.

Whiteboard Races

Students, working in small groups, are given a series of problems in class to solve. Using a whiteboard or poster paper, the groups are required to come up with solutions within a pre-set time frame (e.g. 10 minutes per problem). The problem solving series can be used at various points throughout the semester with an Online Leaderboard used to track group results throughout the semester.

Real Time Demonstration

The Real Time Demonstration activity intends to develop student problem solving skills. The process involves using the Document Camera in the lecture room to capture real time examples of how equation based problems can be solved. Lectopia is also used to record the screen and capture the problem solving process for uploading to Blackboard for revision of the material by students.

Video Annotation

Kathy Douglas and Belinda Clarence

This pattern documents a process used in the Juris Doctor program to incorporate a video annotation tool into the delivery of curriculum involving simulations and role plays. Video annotation provides the opportunity for students to engage with video material in an active rather than passive mode, and can heighten collaborative group discussion and student reflection.

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