
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
- Advance HE Curriculum design for mental health and wellbeing: guidance and resources for learning and teaching development programmes in higher education
- Join the Belonging Project (Institute for Teaching and Learning)
See also Curriculum Enhancement
Develop induction activities
Ice-breakers & Socialisation
Why ? |
Humanities Case Study |
Further Examples |
Research |
Content coming soon.. |
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Learning Journeys
Why ? |
Humanities Case Study |
Further Examples |
Research |
Content coming soon.. |
Orientation
Why? |
Humanities Case Study |
Further Examples |
Research |
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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. games, e.g. Two Truths, One Lie mind mapping |
problem solving, e.g.
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:
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.
Practical 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
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