Search
There are 3 results.
Tag
Tag
All (71)
Active Learning (2)
Activities (1)
Alt Text (2)
Analytics (1)
Animations (1)
Assessments (3)
Asynchrony (3)
Backwards Design (1)
Belonging (3)
Canvas (3)
Collaboration (2)
Color Contrast (2)
Communication (6)
Community (3)
Content Creation (10)
Copyright (2)
Course Maintenance (5)
Course Materials (7)
Course Preparation (4)
Discussions (1)
Diversity (4)
Equity (2)
Faculty Presence (2)
Faculty Support (1)
Feedback (1)
Game-Based Learning (2)
Gamification (1)
Hyperlinks (1)
Images (3)
Inclusion (6)
Infographics (2)
Learning Objectives (2)
Multimodality (3)
Page Design (2)
Podcasts (1)
PowerPoint (2)
Presentations (1)
Qualitative courses (1)
Quantitative courses (1)
Representation (1)
Revising (2)
Rubrics (2)
Screen Readers (1)
Social Media (1)
Summative Assessments (1)
Synchrony (4)
Third-Party Tools (1)
Universal Design for Learning (UDL) (2)
Video (12)
Visual Accessibility (2)
Visual Design (2)
Backward Design
Backward design is, as the name suggests, a process for designing curricula, courses, and lectures by working backwards from big-picture learning goals. The concept, introduced by Grant Wiggins and Jay McTighe (2005), suggests that instructors create assessments, activities, and course content that are explicitly aligned with the broader learning goals of the unit. This is different from the traditional content-driven approach to learning design, which focuses on course content first and only secondarily tries to align that content with learning goals.
Infographic Considerations
An infographic is a visual that combines text, graphics, diagrams, and graphs to present information. When used effectively, infographics can be a powerful tool to guide students through the learning process. “Infographics ask for an active response from the viewer, raising the questions, ‘What am I seeing?’ and ‘What does it mean?’” (Krauss, 2012, p. 10). Infographics also present information in an organized way, which can improve students’ critical thinking, analysis, and synthesis skills (Yildirim, 2016).
Game-Based Learning Experiences
Game-based learning (GBL) is a learning experience, or set of learning experiences, delivered through gameplay or game-like activities with defined learning outcomes. GBL is often confused with gamification, which is the application of game elements to a non-gaming experience. GBL engages students cognitively, emotionally, behaviorally, and socioculturally (Plass et al., 2015). Many factors should be considered when designing GBL, including narrative, player positioning, and interactive design (Dickey, 2005).