Glossary of key terms


This glossary collects the key terms involved in this course's contents. 

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A

Active

The best way to teach.





Active learning

Designed to engage students in the learning process through interactive and participatory tasks. Active Learning Activities aim to involve and engage students, by supporting them to actively think, analyze, and discuss certain topics. With Active Learning, they can apply and test the acquired knowledge. Active learning promotes higher-order thinking, critical reasoning, problem-solving, and collaboration.



ADDIE model

A widely used framework for the design and development of online and blended courses, often used in the field of distance education and e-learning. Analysis, Design, Development, Implementation, and Evaluation are used in order to systematically and cyclically approach to instructional design, allowing for continuous improvement and refinement of instructional materials over time. 

Read more about the ADDIE model


Asynchronous learning

Activities are considered asynchronous when they do not require real-time interaction in order to allow students to access learning materials and complete tasks at their own pace and convenience. What characterises asynchronous activities is that they are often self-directed and allow for flexibility in scheduling. Some examples of asynchronous learning activities in blended learning include pre-Recorded lectures or online assignments and assessments. The prior requirement is that the teaching staff should prepare and provide recorded video lectures that students can access and view at their own preferred time and pace; self-paced learning modules are similarly flexible, in the sense that teachers create online learning modules, readings, quizzes, and other materials which students can complete at their own pace and time. The latter is a way of examination, where students can submit assignments, quizzes, or tests electronically without the need for simultaneous participation.