Active Learning

Active Learning in Intro to Engineering Design

S&T’s Definition of Active Learning  

Active learning is learner-centered, not teacher-centered. It requires more from students than just listening. When active learning is used in the classroom, engagement increases, learning improves, and higher order thinking skills are applied. 

Active Learning engages students with the course material through discussions, problem-solving, case studies, role-playing, and other methods. It prepares students for the future by developing their critical thinking, problem-solving, and collaboration skills. 

How is Active Learning Different? 

In traditional teaching methods such as lecturing, the instructor presents information while students receive it passively. This is teacher-centered and emphasizes the instructor covering the material rather than the students engaging with the material for deeper learning. 

What Do Instructors Do Differently? 

The instructor guides students, directs questions, provides feedback, and encourages students to take an active role in the learning process. Active learning activities can be done in a few minutes during one class period, a class-long activity, or a flipped class.  

It Can Be Done in Small Steps 

Start by adding a Minute Paper or a Think-Pair-Share learning activity to a lecture. Build up to a full class period of active learning activities such as Case Study, Jigsaw Discussion, and a Gallery Walk. If you like assistance, reach out to CAFE. 

The Active Learning Spectrum, presented from Simple to Complex: Pause for reflection, writing (minute paper), self-assessment, large-group discussion, think-pair-share, informal groups, triad groups, group evaluations, peer review, brainstorming, case studies, hands-on technology, interactive lecture, active review sessions (games or simualtions), role playing, jigsaw discussion, inquiry learning
Active Learning activities by complexity, prepared by Chris O’Neal and Tershia Pinder-Grover, Center for Research on Learning and Teaching, University of Michigan

Design for Learning Outcomes

Start with what you want students to think and do. Instead of organizing resources by tools, this site is structured around cognitive levels from Bloom’s Taxonomy. Choose the type of thinking you want students to engage in, and you’ll find aligned teaching strategies and supporting tools to help you design effective active learning experiences.  

Bloom Level 

What Students Do 

Instructor Actions 

Remember 

Recall, define, list 

Quick checks, flashcards, clicker questions 

Understand 

Explain, summarize 

Concept maps, think-pair-share 

Apply 

Solve, use, practice 

Worked examples, practice problems, guided practice 

Analyze 

Compare, distinguish 

Case studies, datasets (or data analysis tasks) 

Evaluate 

Judge, justify 

Peer review, rubrics 

Create 

Design, build 

Projects, portfolios