{"CACHEDAT":"2026-04-14 02:54:06","SLUG":"methods-for-scilmi-activities-nCQtHsZqah","MARKDOWN":"| **Teaching Approach** | **Teaching**
**Practice** | **What teachers do (-> rephrase / adapt from the perspective of the teacher)** | **Methods for SciLMi Activities** | **Awareness required for teachers when using method in the context of SciLMi** | **Link to Learners Dimension / where and why they are specifically useful** | **Links to the lesson plans** |\n|-------------------|--------------------|----------------------------------------------------------------------------|-------------------------------|----------------------------------------------------------------------------|-------------------------------------------------------------------------|---------------------------|\n| Teacher-centred | Lecture | Instructor presenting material and answering student questions that arise. Students receive, take in and respond | Demonstration, modelling, questions (convergent), presentation, slideshow, note-taking |   |   |   |\n| Directed Discussion | Class discussion that follows a pre-determined set of questions to lead students to certain realizations or conclusions, or to help them meet a specific learning outcome | Direct, specific, or open-ended questions that are connected to learning outcomes and include varied cognitive processes |   |   |   |\n| Direct Instruction | Lecturing, but includes time for guided and independent practice | Create mind/concept maps, free writes, one-sentence summary, one minute papers |   |   |   |\n| Guided Instruction | Direct and structure instruction that includes extensive instructor modeling and student practice time | Showing and explaining examples, model strategies, demonstrate tasks, classify concepts, define vocabulary, scaffold steps |   |   |   |\n| Just-in-Time Teaching | Instructor adjusts class activities and lectures to respond to the misconceptions revealed by assessing students' prior knowledge | Warmups, Goodfors, Conceptual questions (usually a quiz) to motivate students to do the readings |   |   |   |\n|   | Inquiry-based or Inquiry Guided Learning | Students learning or applying material in order to meet a challenge, answer a question, conduct an experiment, or interpret data | Worked examples, process worksheets, analyze data sets, evaluate evidence, apply findings to a situation or problem and synthesize resolution(s), answer probing questions about a given research study, ask and answer \"What will happen if…?\" questions |   |   |   |\n| Project-based Learning | Students applying course knowledge to produce something; often paired with cooperative learning | Group work/team project – design or create something – e.g., piece of equipment, a product or architectural design, a computer code, a multimedia presentation, an artistic or literary work, a website, research study,  service learning |   |   |   |\n| Cognitive conflict |   |   |   |   |   |\n| Gamification / Game-based learning | Students applying course knowledge to produce engaging and inclusive analogue and/or digital activities. Game design-based approach. | Group work/pair work/individual. Use for example H5P or GDPR safe apps as a base for digital activities. Same social forms for analogue activities. Select suitable digital/analogue activities based on the chosen learning outcome.   |   |   |   |\n| Interactive Lecture | A lecture that includes 2-15 minute breaks for student activities every 12-20 minutes. | Multiple-choice items, solving a problem, comparing and filling in lecture notes, debriefing a mini case study, pair-compare, pair-compare-ask, reflection/reaction paragraph, solve a problem, concept mapping activities, correct the error, compare and contrast, paraphrase the idea, answer knowledge and comprehension questions |   |   |   |\n| Experiential Learning | Students focus on their learning process through application, observation and reflection | Debates, panel discussion, press conference, symposium, reflection journals, lab experiments |   |   |   |\n| Case-based Learning | Students apply course knowledge to devise one or more solutions or resolutions to problems or dilemmas presented in a realistic story or situation | Case study analysis, collaborative scenario-based discussions  |   |   |   |\n|   |   |   |   |   |   |\n| Problem-based Learning | Student groups conducting outside research on student-identified learning issues (unknowns) to devise one or more solutions or resolutions to problems or dilemmas presented in a realistic story or situation | Review and critique research studies, work in groups/teams to solve a specific open-ended problem, labs |   |   |   |\n|   |   |   |   |   |   |\n| Role Plays and Simulations | Students acting out roles or improvising scripts, in a realistic and problematic social or interpersonal situation. Students playing out, either in person, or virtually, a hypothetical social situation that abstracts key elements from reality | Real-life situations and scenarios, debates, interviews, frame simulation, talk show with experts, 2-min pitch[\\[1\\]](#_ftn1) (could be recorded with video -> domain 4) |   |   |   |\n| Fieldwork and Clinicals | Students learning how to conduct research and make sound professional judgements in real-world situations | Internships, assistantships, community service, shadowing |   |   |   |\n|   |   |   |   |   |   |\n| Peer teaching |   |   |   |   |   |\n| Flipped classroom |   |   |   |   |   |\n| Convergent and divergent thinking |   |   |   |   |   |\n| Dilemma discussion | Used for bioethical topics (own emotions / values impact students' decision-making) |   |   |   |   |\n\n\\n\n\n\n---","HTML":"

| Teaching Approach | Teaching

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
PracticeWhat teachers do (-> rephrase / adapt from the perspective of the teacher)Methods for SciLMi ActivitiesAwareness required for teachers when using method in the context of SciLMiLink to Learners Dimension / where and why they are specifically usefulLinks to the lesson plans
Teacher-centredLectureInstructor presenting material and answering student questions that arise. Students receive, take in and respondDemonstration, modelling, questions (convergent), presentation, slideshow, note-taking   
Directed DiscussionClass discussion that follows a pre-determined set of questions to lead students to certain realizations or conclusions, or to help them meet a specific learning outcomeDirect, specific, or open-ended questions that are connected to learning outcomes and include varied cognitive processes   
Direct InstructionLecturing, but includes time for guided and independent practiceCreate mind/concept maps, free writes, one-sentence summary, one minute papers   
Guided InstructionDirect and structure instruction that includes extensive instructor modeling and student practice timeShowing and explaining examples, model strategies, demonstrate tasks, classify concepts, define vocabulary, scaffold steps   
Just-in-Time TeachingInstructor adjusts class activities and lectures to respond to the misconceptions revealed by assessing students' prior knowledgeWarmups, Goodfors, Conceptual questions (usually a quiz) to motivate students to do the readings   
 Inquiry-based or Inquiry Guided LearningStudents learning or applying material in order to meet a challenge, answer a question, conduct an experiment, or interpret dataWorked examples, process worksheets, analyze data sets, evaluate evidence, apply findings to a situation or problem and synthesize resolution(s), answer probing questions about a given research study, ask and answer "What will happen if…?" questions   
Project-based LearningStudents applying course knowledge to produce something; often paired with cooperative learningGroup work/team project – design or create something – e.g., piece of equipment, a product or architectural design, a computer code, a multimedia presentation, an artistic or literary work, a website, research study,  service learning   
Cognitive conflict     
Gamification / Game-based learningStudents applying course knowledge to produce engaging and inclusive analogue and/or digital activities. Game design-based approach.Group work/pair work/individual. Use for example H5P or GDPR safe apps as a base for digital activities. Same social forms for analogue activities. Select suitable digital/analogue activities based on the chosen learning outcome.     
Interactive LectureA lecture that includes 2-15 minute breaks for student activities every 12-20 minutes.Multiple-choice items, solving a problem, comparing and filling in lecture notes, debriefing a mini case study, pair-compare, pair-compare-ask, reflection/reaction paragraph, solve a problem, concept mapping activities, correct the error, compare and contrast, paraphrase the idea, answer knowledge and comprehension questions   
Experiential LearningStudents focus on their learning process through application, observation and reflectionDebates, panel discussion, press conference, symposium, reflection journals, lab experiments   
Case-based LearningStudents apply course knowledge to devise one or more solutions or resolutions to problems or dilemmas presented in a realistic story or situationCase study analysis, collaborative scenario-based discussions    
      
Problem-based LearningStudent groups conducting outside research on student-identified learning issues (unknowns) to devise one or more solutions or resolutions to problems or dilemmas presented in a realistic story or situationReview and critique research studies, work in groups/teams to solve a specific open-ended problem, labs   
      
Role Plays and SimulationsStudents acting out roles or improvising scripts, in a realistic and problematic social or interpersonal situation. Students playing out, either in person, or virtually, a hypothetical social situation that abstracts key elements from realityReal-life situations and scenarios, debates, interviews, frame simulation, talk show with experts, 2-min pitch[\\[1\\]](#_ftn1) (could be recorded with video -> domain 4)   
Fieldwork and ClinicalsStudents learning how to conduct research and make sound professional judgements in real-world situationsInternships, assistantships, community service, shadowing   
      
Peer teaching     
Flipped classroom     
Convergent and divergent thinking     
Dilemma discussionUsed for bioethical topics (own emotions / values impact students' decision-making)    
\n

\\n

\n
","UPDATEDAT":"2026-03-06T13:52:21.453Z","ID":"f9d374ed-7632-4f13-bb2d-e1a887e56c53","TITLE":"Methods for SciLMi activities"}