{"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| Practice | \nWhat teachers do (-> rephrase / adapt from the perspective of the teacher) | \nMethods for SciLMi Activities | \nAwareness required for teachers when using method in the context of SciLMi | \nLink to Learners Dimension / where and why they are specifically useful | \nLinks to the lesson plans | \n|
|---|---|---|---|---|---|---|
| Teacher-centred | \nLecture | \nInstructor presenting material and answering student questions that arise. Students receive, take in and respond | \nDemonstration, modelling, questions (convergent), presentation, slideshow, note-taking | \n\n | \n | \n |
| Directed Discussion | \nClass 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 | \nDirect, specific, or open-ended questions that are connected to learning outcomes and include varied cognitive processes | \n\n | \n | \n | |
| Direct Instruction | \nLecturing, but includes time for guided and independent practice | \nCreate mind/concept maps, free writes, one-sentence summary, one minute papers | \n\n | \n | \n | |
| Guided Instruction | \nDirect and structure instruction that includes extensive instructor modeling and student practice time | \nShowing and explaining examples, model strategies, demonstrate tasks, classify concepts, define vocabulary, scaffold steps | \n\n | \n | \n | |
| Just-in-Time Teaching | \nInstructor adjusts class activities and lectures to respond to the misconceptions revealed by assessing students' prior knowledge | \nWarmups, Goodfors, Conceptual questions (usually a quiz) to motivate students to do the readings | \n\n | \n | \n | |
| \n | Inquiry-based or Inquiry Guided Learning | \nStudents learning or applying material in order to meet a challenge, answer a question, conduct an experiment, or interpret data | \nWorked 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\n | \n | \n |
| Project-based Learning | \nStudents applying course knowledge to produce something; often paired with cooperative learning | \nGroup 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\n | \n | \n | |
| Cognitive conflict | \n\n | \n | \n | \n | \n | |
| Gamification / Game-based learning | \nStudents applying course knowledge to produce engaging and inclusive analogue and/or digital activities. Game design-based approach. | \nGroup 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\n | \n | \n | |
| Interactive Lecture | \nA lecture that includes 2-15 minute breaks for student activities every 12-20 minutes. | \nMultiple-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\n | \n | \n | |
| Experiential Learning | \nStudents focus on their learning process through application, observation and reflection | \nDebates, panel discussion, press conference, symposium, reflection journals, lab experiments | \n\n | \n | \n | |
| Case-based Learning | \nStudents apply course knowledge to devise one or more solutions or resolutions to problems or dilemmas presented in a realistic story or situation | \nCase study analysis, collaborative scenario-based discussions | \n\n | \n | \n | |
| \n | \n | \n | \n | \n | \n | |
| Problem-based Learning | \nStudent 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 | \nReview and critique research studies, work in groups/teams to solve a specific open-ended problem, labs | \n\n | \n | \n | |
| \n | \n | \n | \n | \n | \n | |
| Role Plays and Simulations | \nStudents 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 | \nReal-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\n | \n | \n | |
| Fieldwork and Clinicals | \nStudents learning how to conduct research and make sound professional judgements in real-world situations | \nInternships, assistantships, community service, shadowing | \n\n | \n | \n | |
| \n | \n | \n | \n | \n | \n | |
| Peer teaching | \n\n | \n | \n | \n | \n | |
| Flipped classroom | \n\n | \n | \n | \n | \n | |
| Convergent and divergent thinking | \n\n | \n | \n | \n | \n | |
| Dilemma discussion | \nUsed for bioethical topics (own emotions / values impact students' decision-making) | \n\n | \n | \n | \n |
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