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Online Teaching and Learning

Turn Breakout Rooms into Escape Rooms

Escape rooms are becoming more and more popular in higher education. Participants solve a series of problems—each correct solution unlocking a clue or item to the next—while racing against the clock (or other teams). Knowing that this type of gamified learning format could potentially excite

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Strategies for Using Flipgrid to Engage Students

Flipgrid is becoming increasingly popular for use in the classroom due to its interactive nature and similarity to widely used social media platforms. Faculty first create groups or classes on the site for students to join. They then create topic cards that provide prompts to

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Using Design Thinking for Course Development

The term design thinking has cropped up in education journals and conference brochures more and more over the past few years, but its meaning remains a mystery to most instructors. The term comes from the business sector, where it refers to a process of learning

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Colors of different stripes to illustrate color-coding course design strategy

Visual Strategies for Cohesive Course Design

Most instructors and instructional designers are already familiar with the basics of developing well-aligned, robust course designs, such as writing measurable course objectives using action verbs to clearly describe what students will know, do, practice, or apply; aligning tools and technologies to the learning objectives

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Enhancing Instructor Presence through a Liquid Syllabus

Instructors who teach online do not share a physical space with their students, and therefore they need to establish their presence in creative ways. One tool to effectively enhance instructors’ presence is a liquid syllabus. A liquid syllabus is published on a public website, allowing

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Citations in a Digital World

One of the bedrock principles of academia is not taking credit for another’s work. The way that faculty enforce that directive is by requiring citations in student research.

But formal citations, whether in APA or another format, are used almost exclusively in academic publications. Nearly

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The Mission to Mars Project: A Virtual Reality Learning Experience

Many institutions are experimenting with virtual reality (VR) to provide students with simulations that apply their theoretical learning to practice. We developed a VR experience, adapted from Joyner and Allen’s (2015) case study “Farming in Space? Developing a Sustainable Food Supply on Mars” and inspired

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