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SCALE-UP, Student-Centered Active Learning Environment with Upside-Down Pedagogies, is a classroom specifically created to facilitate active, collaborative learning in a classroom. [1] The spaces are carefully designed to facilitate interactions between teams of students who work on short, interesting tasks revolving around specific content. Some people think the rooms look more like restaurants than classrooms. [2]
Originally developed in 1997 by Robert Beichner at North Carolina State University to help with large enrollment physic courses. [3] At this time, SCALE-UP stood for 'Student-Centered Activities for Large Enrollment Undergraduate Physics.' [4] Although originated at North Carolina State University, more than five hundred colleges across the US and around the world are known to have directly adopted the SCALE-UP model and adapted it to their particular needs. When SCALE-UP was incorporated in different disciplines then the name was changed to 'Student-Centered Active Learning Environment for Undergraduate Programs.' [4] Now, because of the increasing number of pre-college installations, plus to draw attention to the instruction pedagogy as well as the space, the name has become "Student-Centered Active Learning Environment with Upside-down Pedagogies."
The basic idea is that students are given something interesting to investigate. While they work in teams on these "tangibles" (hands-on measurements or observations) and "ponderables" (interesting, complex problems), the instructor is free to roam around the classroom–--asking questions, sending one team to help another, or asking why someone else got a different answer. There is no separate lab class and most of the "lectures" are actually class-wide discussions. The groups are carefully structured and give students many opportunities to interact. Three teams (labelled a, b, and c) sit at each round table and have white boards nearby. Each team has a laptop in case they need web access. The original design called for 11 round tables of nine students, but many schools have smaller classes while a few have even larger ones.
Tables that encourage group collaboration and interactions [1]
Tables can have multiple shapes. The original SCALE-UP tables called for a decagon shaped table where students sat on one side of the table in "pods." [1] There are modifications to the original tables which were D-shaped tables that sit six students (2 on each side) all facing the front of the classroom or the main projector. [1] There is another option in which the tables are round and students can sit in groups of 3 (3 groups at the table). [1]
Technology [1]
Technology includes: video screens, [1] computers for the students, [1] instructor station, [4] [1] document camera, [1] projectors. [1] In a high-tech classroom there are individual computers that can be plugged into mounted monitors that can show the table or the whole class. [5] In a low tech classroom there is only a main projector at the front of the classroom. [5]
Student Whiteboards [1]
There are whiteboards given to each table. These whiteboards can be mounted on a wall [5] or a board that can be placed on the table in the middle. [5]
Distance education, also known as distance learning, is the education of students who may not always be physically present at school, or where the learner and the teacher are separated in both time and distance. Traditionally, this usually involved correspondence courses wherein the student corresponded with the school via mail. Distance education is a technology-mediated modality and has evolved with the evolution of technologies such as video conferencing, TV, and the Internet. Today, it usually involves online education and the learning is usually mediated by some form of technology. A distance learning program can either be completely a remote learning, or a combination of both online learning and traditional offline classroom instruction. Other modalities include distance learning with complementary virtual environment or teaching in virtual environment (e-learning).
A teaching method is a set of principles and methods used by teachers to enable student learning. These strategies are determined partly by the subject matter to be taught, partly by the relative expertise of the learners, and partly by constraints caused by the learning environment. For a particular teaching method to be appropriate and efficient it has to take into account the learner, the nature of the subject matter, and the type of learning it is supposed to bring about.
Science education is the teaching and learning of science to school children, college students, or adults within the general public. The field of science education includes work in science content, science process, some social science, and some teaching pedagogy. The standards for science education provide expectations for the development of understanding for students through the entire course of their K-12 education and beyond. The traditional subjects included in the standards are physical, life, earth, space, and human sciences.
Instructional scaffolding is the support given to a student by an instructor throughout the learning process. This support is specifically tailored to each student; this instructional approach allows students to experience student-centered learning, which tends to facilitate more efficient learning than teacher-centered learning. This learning process promotes a deeper level of learning than many other common teaching strategies.
An overhead projector, like a film or slide projector, uses light to project an enlarged image on a screen, allowing the view of a small document or picture to be shared with a large audience.
Student-centered learning, also known as learner-centered education, broadly encompasses methods of teaching that shift the focus of instruction from the teacher to the student. In original usage, student-centered learning aims to develop learner autonomy and independence by putting responsibility for the learning path in the hands of students by imparting to them skills, and the basis on how to learn a specific subject and schemata required to measure up to the specific performance requirement. Student-centered instruction focuses on skills and practices that enable lifelong learning and independent problem-solving. Student-centered learning theory and practice are based on the constructivist learning theory that emphasizes the learner's critical role in constructing meaning from new information and prior experience.
Pedagogy, most commonly understood as the approach to teaching, is the theory and practice of learning, and how this process influences, and is influenced by, the social, political, and psychological development of learners. Pedagogy, taken as an academic discipline, is the study of how knowledge and skills are imparted in an educational context, and it considers the interactions that take place during learning. Both the theory and practice of pedagogy vary greatly as they reflect different social, political, and cultural contexts.
An interactive whiteboard (IWB), also known as interactive board, interactive display, interactive digital board or smart board, is a large interactive display board in the form factor of a whiteboard. It can either be a standalone touchscreen computer used independently to perform tasks and operations, or a connectable apparatus used as a touchpad to control computers from a projector. They are touch screen enabled small computers.They are used in a variety of settings, including classrooms at all levels of education, in corporate board rooms and work groups, in training rooms for professional sports coaching, in broadcasting studios, and others.
Educational technology is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. When referred to with its abbreviation, "EdTech", it often refers to the industry of companies that create educational technology. In EdTech Inc.: Selling, Automating and Globalizing Higher Education in the Digital Age, Tanner Mirrlees and Shahid Alvi (2019) argue "EdTech is no exception to industry ownership and market rules" and "define the EdTech industries as all the privately owned companies currently involved in the financing, production and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit. Many of these companies are US-based and rapidly expanding into educational markets across North America, and increasingly growing all over the world."
Technology integration is defined as the use of technology to enhance and support the educational environment. Technology integration in the classroom can also support classroom instruction by creating opportunities for students to complete assignments on the computer rather than with normal pencil and paper. In a larger sense, technology integration can also refer to the use of an integration platform and application programming interface (API) in the management of a school, to integrate disparate SaaS applications, databases, and programs used by an educational institution so that their data can be shared in real-time across all systems on campus, thus supporting students' education by improving data quality and access for faculty and staff.
"Curriculum integration with the use of technology involves the infusion of technology as a tool to enhance the learning in a content area or multidisciplinary setting... Effective technology integration is achieved when students can select technology tools to help them obtain information on time, analyze and synthesize it, and present it professionally to an authentic audience. Technology should become an integral part of how the classroom functions—as accessible as all other classroom tools. The focus in each lesson or unit is the curriculum outcome, not the technology."
Mimio is a brand name of a line of technology products aimed at the education market. The primary products were originally focused around computer whiteboard interactive teaching devices. MimioCapture devices also allow users to capture all of the ink strokes that are written on the whiteboard. When used in conjunction with a video projector it turns the ordinary whiteboard surface into a fully interactive whiteboard. The product line has been dramatically expanded in the last two years as described in the "Hardware Products" and "Software Products" sections below.
The Distance Education Learning Environments Survey (DELES) is a psychosocial learning environment survey designed specifically to measure college and university distance education learning environments. The DELES was developed in 2003.
A flipped classroom is an instructional strategy and a type of blended learning. It aims to increase student engagement and learning by having pupils complete readings at home, and work on live problem-solving during class time. This pedagogical style moves activities, including those that may have traditionally been considered homework, into the classroom. With a flipped classroom, students watch online lectures, collaborate in online discussions, or carry out research at home, while actively engaging concepts in the classroom with a mentor's guidance.
The Wisconsin Collaboratory for Enhanced Learning, WisCEL, is a new program at the University of Wisconsin-Madison, USA, initiated by faculty from various departments. WisCEL's goal is use classroom innovation to lead all students to academic success. There are currently two WisCEL Centers located on UW-Madion's campus, at Helen C. White College Library and in Kurt F. Wendt Commons.
Kahoot! is a Norwegian online game-based learning platform. It has learning games, also known as "kahoots", which are user-generated multiple-choice quizzes that can be accessed via a web browser or the Kahoot! app.
The term learning environment can refer to an educational approach, cultural context, or physical setting in which teaching and learning occur. The term is commonly used as a more definitive alternative to "classroom", but it typically refers to the context of educational philosophy or knowledge experienced by the student and may also encompass a variety of learning cultures—its presiding ethos and characteristics, how individuals interact, governing structures, and philosophy. In a societal sense, learning environment may refer to the culture of the population it serves and of their location. Learning environments are highly diverse in use, learning styles, organization, and educational institution. The culture and context of a place or organization includes such factors as a way of thinking, behaving, or working, also known as organizational culture. For a learning environment such as an educational institution, it also includes such factors as operational characteristics of the instructors, instructional group, or institution; the philosophy or knowledge experienced by the student and may also encompass a variety of learning cultures—its presiding ethos and characteristics, how individuals interact, governing structures, and philosophy in learning styles and pedagogies used; and the societal culture of where the learning is occurring. Although physical environments do not determine educational activities, there is evidence of a relationship between school settings and the activities that take place there.
Learning space or learning setting refers to a physical setting for a learning environment, a place in which teaching and learning occur. The term is commonly used as a more definitive alternative to "classroom," but it may also refer to an indoor or outdoor location, either actual or virtual. Learning spaces are highly diverse in use, configuration, location, and educational institution. They support a variety of pedagogies, including quiet study, passive or active learning, kinesthetic or physical learning, vocational learning, experiential learning, and others. As the design of a learning space impacts the learning process, it is deemed important to design a learning space with the learning process in mind.
Online learning involves courses offered by primary institutions that are 100% virtual. Online learning, or virtual classes offered over the internet, is contrasted with traditional courses taken in a brick-and-mortar school building. It is a development in distance education that expanded in the 1990s with the spread of the commercial Internet and the World Wide Web. The learner experience is typically asynchronous but may also incorporate synchronous elements. The vast majority of institutions utilize a learning management system for the administration of online courses. As theories of distance education evolve, digital technologies to support learning and pedagogy continue to transform as well.
Active student response (ASR) techniques are strategies to elicit observable responses from students in a classroom. They are grounded in the field of behavioralism and operate by increasing opportunities reinforcement during class time, typically in the form of instructor praise. Active student response techniques are designed so that student behavior, such as responding aloud to a question, is quickly followed by reinforcement if correct. Common form of active student response techniques are choral responding, response cards, guided notes, and clickers. While they are commonly used for disabled populations, these strategies can be applied at many different levels of education. Implementing active student response techniques has been shown to increase learning, but may require extra supplies or preparation by the instructor.
Class arrangement refers to a layout of the physical setup of chairs, tables, materials in a school classroom. In most countries, this arrangement is often chosen by a paid, professional teacher with the assistance of a seating chart. Deciding upon a classroom arrangement is typically done at the beginning of a school year as a part of classroom management.