Design engaging learning

Engaging students and maintaining their engagement throughout a programme or course unit can be challenging for many reasons. We can support you in exploring strategies to enhance your existing practice. Below are some of the enhancements you may want to consider.

For further information and guidance, please book a consultation

Build community and belonging

We can help you identify opportunities to nurture positive relationships within student groups, including:

  • developing ice-breaker activities
  • approaches to celebrating diversity
  • approaches to group formation and group dynamics
  • developing collaborative tasks

If you would like support with any of the above within your course unit or programme,  you can book a consultation with your school learning designer for an initial discussion on how we can best support you with your objectives.

Useful Resources

See also Curriculum Enhancement

Develop induction activities

Ice-breakers & Socialisation

Why ?
Humanities Case Study
Further Examples
Research
Content coming soon..

    Learning Journeys

    Why ?
    Humanities Case Study
    Further Examples
    Research

    Content coming soon..

    Orientation

    Why?
    Humanities Case Study
    Further Examples
    Research

    Content coming soon..

    Action Planning

    Why?
    Humanities Case Study
    Further Examples
    Research
    Content coming soon..
    Explore active learning strategies

    Content coming soon !

    Explore collaborative learning strategies

    Collaborative learning is an approach where students work together on learning tasks, enhancing their critical thinking and communication skills through active and social learning.

    Common approaches include peer learning, team-based learning, problem-based learning, and jigsaw learning

    Approach Description Example
    Peer Learning Students work in pairs or small groups to discuss and solve problems. Peer review sessions where students critique each other’s essays.
    Team-Based Learning Structured group work where students are assigned specific roles and tasks.

    Group projects where each member is responsible for a different section.

    Role-playing exercises

    Problem-Based Learning Students collaborate to solve real-world problems, enhancing critical thinking. Students analyse a business scenario and propose a solution.
    Jigsaw Technique Each student learns a different part of a topic and then teaches it to the group. Students teach each other psychological theories or business strategies.

    Collaborative Learning Model

    Collaborative learning can be seen as a continuum from information exchange to working together to co-creation, as identified by Jane Salmons in her Collaborative Learning Model (2019).

    Collaborative Learning Model and approaches (Salmons, 2019)

     

    Salmons’ work, Learning to Collaborate, Collaborating to Learn, is well worth exploring for a deeper insight into effective collaborative learning activities.

    Collaborative Learning Technologies 

    Various technologies can facilitate collaborative learning; your learning designer can support you designing learning activities using these tools, and your school elearning team can provide technical training and support:

    Technologies
    we support
    Collaborative activities
    Blackboard / Canvas Discussion forums and group assignments
    Microsoft OneNote

    collaborative notetaking

    collaborative research

    project planning

    resource sharing

    Microsoft PowerPoint Co-authoring and delivering presentations
    Microsoft Teams Virtual group meetings and breakout rooms for discussions.
    Microsoft Whiteboards

    brainstorming

    compare and contrast

    design and research, e.g.
    user journey map

    games, e.g. Two Truths, One Lie

    mind mapping

    problem solving, e.g.
    fishbone diagram

     

    project planning, e.g. kanban board

    sprint planning

    strategy, e.g. SWOT analysis

    Microsoft Word Co-authoring reports, essays, or research papers
    Padlet

    brainstorming

    mind mapping

    collaborative notetaking

    discussion boards

    project planning

    peer review

    digital storytelling

    resource sharing

    storyboarding

    virtual field trips

    Resources

    Collaborative Learning
    Center for Teaching Innovation | Cornell University

    Learning to Collaborate, Collaborating to Learn : Engaging Students in the Classroom and Online (2019) Salmons & Wilson
    A professional guide for educators and learning designers who want to design, teach, facilitate, and assess collaborative learning.

    • Part I introduces the Taxonomy of Online Collaboration and offers theoretical and research foundations.
    • Part II focuses on ways to use Taxonomy of Online Collaboration, including, clarifying roles and developing trust, communicating effectively, organizing project tasks and systems.-
    • Part III offers ways to design collaborative learning activities, assignments or projects, and ways to fairly assess participants’ performance.

    This resource was prepared with the aid of ChatGPT -4o(https://chatgpt.com) and Copilot (https://copilot.microsoft.com)

    Explore gamified learning strategies

    Gamified learning is the application of game design elements in non-game contexts to engage and motivate learners. It involves using elements such as points, badges, leaderboards, challenges, and rewards to make learning more interactive and fun. By incorporating these elements, educators can create a more engaging and effective learning environment.

    Kapp defines gamification as “using game-based mechanics, aesthetics, and game thinking to engage people, motivate action, promote learning, and solve problems” (2012). Kapp’s work, including his book The Gamification of Learning and Instruction are foundational resources for understanding the principles and applications of gamified learning.

    Levels of Gamification

    Gamification can be simple or complex:

    Levels of gamification
    Kapp advises focusing on incorporating gamification elements into many courses rather than developing complex games for a few courses. This approach ensures a broad impact, enhancing engagement and learning across the curriculum without requiring significant time and resources.

    Approaches to Gamified Learning

    Below are some common approaches to incorporating gamified learning into educational settings, along with examples and relevant learning technologies.

    Approach Description Example
    Points and badges Awarding points for completed tasks and badges for reaching specific milestones. Using a points system in a history course to encourage students to complete extra reading tasks.
    Leaderboards Displaying a ranking of learners based on their achievements to foster competition and motivation. A leaderboard in a language class showing top performers in vocabulary quizzes.
    Challenges and quests Designing tasks as challenges or quests that learners must complete to progress. A quest-based module in a computer science course where students unlock levels by solving problems.
    Instant feedback Providing immediate feedback on learner performance to help them understand their progress. Interactive quizzes in a biology course that give instant feedback on answers.
    Narrative and storytelling Using storytelling elements to create a compelling narrative that learners follow. A literature course where students explore different narratives through a game-like interface.

    Types of Gamification

    Gamification can be structural, content, or a combination:

    Structural Gamification Content Gamification
    Applies game-like elements to the structure of learning Integrates game-like elements into the learning content
    Examples: Points, leaderboards, badges Examples: Storylines, challenges, scenarios
    Focuses on engagement through external motivators Focuses on making the content itself more engaging
    Used in quizzes, participation tracking, attendance Used in narrative formats, case studies, interactive content

    Benefits and Risks of Gamification

    Gamification has both benefits and risks:

    Benefits Risks

    Increased engagement

     

    Makes learning more interactive Overemphasis on rewards Can shift focus away from learning
    Motivation Points, badges motivate students Distraction Game elements might distract some students
    Immediate feedback Can provide instant feedback Equity issues Not all students may be equally familiar or motivated by game mechanics

    Gamified Learning Technologies

    Example Description Availability
    Codecademy Online coding platform using gamification elements to motivate learners to complete coding challenges Not licenced by Humanities
    DuoLingo Language learning app that uses gamification elements like streaks, points, and challenges

    Free version

    Not licenced by Humanities

    Kahoot! Interactive platform for creating quizzes that can be gamified with points and leaderboards
    Khan Academy Utilises points and badges to motivate students to complete learning modules Not licenced by Humanities
    Mentimeter Interactive presentation software that includes live polls, quizzes, and Q&A features Licenced by Humanities
    Nearpod Interactive presentation software includes gamified quizzes such as Time to Climb with competition, points, and leaderboards

    Free demo version

    Not licenced by Humanities

    Quizlet A web tool for creating interactive flashcards and quizzes, incorporating gamification elements

    Free version

    Not licenced by Humanities

    Resources

    Adventures in Gamification and Personalized Learning: A Case Study in Game- Based Course Design (2021)

    Curious about Gamification and Learning: Some Resources (2020)
    Overview of his resources by expert Karl Kapp

    Gamification and accessibility (2019)

    Gamification of e-learning in higher education: a systematic literature review (2023)

    Gamification: Separating fact from fiction (2014)
    Karl Kapp

    Books

    The gamification of learning and instruction: Game-based methods and strategies for training and education(2012)
    Karl Kapp

    The gamification of learning and instruction fieldbook : ideas into practice  (2012)
    A step-by-step guide for implementing the concepts and techniques outlined in The gamification of learning and instruction. Not available online.

    LinkedIn Learning logoPractical microlearning on gamification presented by expert Karl Kapp

    Gamification of Learning (2014)
    “In this course, professor, Karl Kapp lays the foundations of the theory, provides examples of gamification in three real-world learning scenarios, and breaks down the dynamics of gamification (aka what makes games fun!): escape, collection, discovery, pattern recognition, and other risk/reward activities.”

    Gamification for Interactive Learning (2017)
    “In this course, Karl Kapp explores the various types of gamification, and shows how to use gamification and interactive learning to develop effective learning experiences.” 

    Explore and select appropriate pedagogical tools

    For guidance on how to select appropriate teaching and learning tools and information on what they can do, please see the Tools we support eLearning page.

    Tools are organised by function, eg. assessment, collaboration, content creation, multimedia