Mahi Whakatauira i Ako Matihiko

Blended Learning – Examples of Practice

We help implement practices like these across the faculty, combining digital and analogue approaches to pedagogy into a blend with higher impact for learners.

Explore the possibilities below, and inspire your own project!

Take a quiz to find your blended learning profile

Student Creation and Curation of Learning Resources

Creation and curation tasks ask students to actively participate in the learning process. The students do not passively receive knowledge - instead, they must research, select, distill, evaluate, and re-present. This can mean collecting online websites and tools...

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Live Student-to-Teacher Feedback

Getting feedback from students during a live lecture can be difficult, especially with larger classes. How do you elicit representative feedback, check student understanding, and allow for shy or uncertain students to have a voice? Live feedback tools create a community backchannel for students. A lecturer can monitor these and use them to adapt their teaching on the fly, even in a class of a hundred (or a thousand) students.

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Effective Online Discussions

Online discussions are a way of delivering learning content flexibly, so that students with different study and work schedules are able to contribute to class conversations. They provide ways for both introverted and extroverted learners to meaningfully respond to readings, activities, and lectures, and they also make student and lecturer contributions to a topic accessible for those who miss in-class sessions…

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Immersive Learning Resources, Games, and Simulations

In interactive media, ‘immersion’ is the ability of an interface to seem as if it surrounds the participant, so that they feel sensorally transported to, and involved in, the virtual environment represented for them. When applied to learning resources, this means that...

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Scenario or Problem Based Learning

Problem-based learning, as a specific process, was pioneered by Barrow and Tamblyn at the McMaster University in Canada in the 1960s. It is a student-centered pedagogical approach whereby students are provided opportunities to learn about a particular subject through...

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Gamification

Gamification is the process of using game-elements to engage people in non-game settings. Obvious digital examples are leaderboards, branching scenarios, Kahoot quizzes, and the DuoLingo language tool. Gamification is not about making tasks into a game, but rather...

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Flipped Classroom

The flipped classroom is an alternative to the traditional teacher-centered space where content is delivered to students via a lecture. With the flipped classroom, students access lesson content online prior to attending a face-to-face class, enabling the class...

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The Virtual Classroom

Web-conferencing has existed in various forms since the mid-1990s, and offers the opportunity for real-time communication (e.g. text-based messages, voice conversations / lectures, and web-camera enabled video) across geographically dispersed locations.

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Design for Equitable Experience

Inclusive design aims to make resources both accessible and valuable to a diverse range of people. The principles of inclusive design include attempting to create a comparable experience among users, a consideration of each user’s context, an emphasis on giving control and offering choices to users, and the prioritisation of content through ensuring that design decisions add value to the content.

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Peer Feedback and Assessment

Peer feedback can be used for formative and summative assessment (peer assessment). The process of giving feedback to peers also helps students to critically reflect on their own work, and expand their understandings of others' perspectives, practice and models of...

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Collaborative Brainstorming/Mindmapping

Brainstorming or mindmapping are practices that allows students to engage in a collaborative process of idea generation and share their insights into their experiences. Using one of a number of web 2.0 tools to capture students’ ideas, reflections and…

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Immersive Learning Resources: 360° Media

360-degree media, also known as immersive media or spherical media, refers to the image or video shot by a 360-degree camera or a collection of multiple cameras. With specialised technology such as ThingLink, viewers can interact further with the media such as...

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Immersive Learning Resources: Augmented Reality

Whereas virtual reality requires participants to inhabit an entirely computer-generated virtual environment, augmented reality uses the device's camera to overlay virtual information (e.g. animation, text, sound, video) on top of the participant's existing natural...

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Digital Treasure Hunts

Classic treasure or scavenger hunts are a familiar sight from our youth; running around an area collecting objects or clues, often in a race against others to return with all of the goodies. The addition of technologies such as smartphones with GPS, cameras, QR-codes,...

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Video for Assessment

Video reporting is a powerful self-examination tool for both staff and students. Participants record themselves in an authentic context, which can then afford an opportunity to reflect on their experience and those of their classmates. Motivation Sotto (2007) wrote...

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Weekly Video Updates

In Canvas, lecturers can supplement their course’s online content and activities with a weekly video for students. This can be recorded from the lecturer’s own laptop or smartphone, and provides an informal and current introduction to the week’s topics and tasks....

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Rich Media Feedback for Assessment

In Canvas, lecturers have the opportunity to provide students with audio and/or video feedback on their assessments, usually in addition to annotations on their written assignments. Because they can be recorded from a laptop or desk computer, feedback videos can be a...

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Reflective Journal Writing

Keeping a journal can help students to record their experiences, or track their progress on a project or learning journey.  There are many tools available to facilitate maintaining an online journal, and some of these can be shared - with the lecturer, the course...

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