NTF Innovative Pedagogies
This article describes the transformation and the impact of a process designed to change the way practical Science is taught. Through a Dynamic Laboratory Manual, the emphasis was shifted to pre-laboratory work and the transformation in learning was instant on the student learners and the stakeholders involved in laboratory teaching.
The author argues that the creation of Learning Experience Triangles (LETs) through holistic real-world projects can benefit student experience and attainment, particularly in providing subject-specific and transferable skills needed to improve post-graduation employability.
The pedagogy for SOARing to Success/SOAR for Employability is based on a meta-model that animates the complex and recursive inter-relationships between Self, Opportunity, Aspirations and Results. It is universally but flexibly applicable, and capable of being contextualised and personalised.
This report presents a pragmatic strategy for collaborating with students to deliver a degree rebalanced between content and concepts. The methods of peer instruction and capturing the presentations of academics and students are contrasted with naïve lecture flipping and its associated pitfalls.
This report covers the author’s journey towards bringing increasing amounts of game based learning into the teaching of information literacy skills. It covers a representative range of practices he uses in this area, the progression of those ideas and the theoretical basis behind them.
Based on a Capabilities approach, GeoCapabilities employs a highly reflective pedagogy to research, develop and implement a pioneering approach improving the quality of secondary school teacher education and training in Geography around the world.
This report introduces the author’s ‘House of Learning’ model of teaching; her pedagogical approach is analogous to the building of a house. She presents the basic premise of this model in story-telling form before outlining each structure and giving specific examples.
Computer programming, the art of actually instructing a computer to do what one wants, is fundamentally a practical skill. In this piece, NTFs from very different universities explain their solutions to some of the teaching challenges this poses in a university setting.
Computing is a discipline that is fundamentally about problem-solving, so it is a natural fit to problem-based learning. This article explains the highly motivational, student-centred pedagogy of PBL, with authentic examples of its use in Computing.
In this case study the practice and benefits of games and learning in higher education are examined. The authors argue that games can provide a flexible option to engage students with active learning environments in almost all disciplinary contexts.