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social learning

so·cial learn·ing

/ˈsōSHəl/ /ˈlərniNG/

Noun

A learning process that suggests that learning is a cognitive process experienced in a social context. The learner is not a passive recipient of information but engages with the cognitive process, the environment, and the behaviors of others in the learning environment. Feedback is also helpful for guiding learning.

Using Gamification in the classroom

The words Learning, User Engagement, Motivation, Achievement, Reward, and Challenge connected with lines to the word Gamification in the middle.

Credit: "© 300_librarians / Adobe Stock.” Accessed April 22, 2026.

Integrating gamification into face-to-face and digital learning environments can enhance student engagement and make learning more enjoyable. If well designed and implemented with intentionality, gamification can provide numerous benefits for learners, including increased intrinsic and extrinsic motivation, support for the attainment of the learning objectives, and a positive impact on the learning experience. 

Classroom Trivia

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The word "Trivia"
Photo Credit

Credit: ChatGPT, response to “Colorful word Trivia,” ChatGPT, April 22, 2026.

Trivia games are an excellent fit for educational contexts and allow the instructor to evaluate students’ acquisition of the information being taught. This type of game also tends to be relatively easy to implement in face-to-face and synchronous online environments. Use the following steps to integrate this into your course.

Competitive games in the classroom

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Teams competing for prize. People playing tug-of-war, pulling rope with golden cup in the middle
Photo Credit

Credit: (2026). Teams competing for prize. Freepik.

Incorporating a competitive element into your gamification efforts can be a fun and effective method for enhancing learners' motivation. However, adding a competitive, yet friendly, aspect to the learning process needs to be intentional and short term. To maintain balance, strive to incorporate games that include both competitive and cooperative aspects. The goal of any educational game should maintain a strong focus on the content.

Using a Memorandum of Understanding (MOU) for Successful Group Projects

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Clipboard with paper that says memorandum of undertanting
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Credit: Memorandum of Understanding by Nick Youngson from pix4free is licensed under CC BY SA 30. Accessed Feb. 28, 2025.

A Memorandum of Understanding (MOU) requires group members to commit to the terms of the MOU and can help prevent conflicts among group members. A good MOU can help define individuals’ roles and expected responsibilities, and it can include a communication plan to identify a schedule and the ways in which group members will communicate (Canvas, Zoom, etc.). Additionally, an MOU can include a code of conduct for the group, which might include the following:  

Utilizing Small Group Projects in Higher Education  

4 students sitting at table talking and writing on paper

Credit: Group of Students Working Together by Andy Barbour is licensed under CC0. Accessed Feb. 28, 2025.

Using small group projects helps students develop skills in the areas of communication, critical thinking, and collaboration, which are transferable socially and professionally. Small group work can also improve students’ understanding of course material and increase their confidence. Unfortunately, many students dread group projects because of past negative experiences with unclear expectations, unequal participation of group members, and/or lack of support and guidance.

Activity in a Flipped Programming Class

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two students sitting in front of a computer with code on the monitors
Photo Credit

Credit: Desola Lanre-Ologun on Unsplash, Accessed Feb. 16, 2026.

A flipped classroom requires that students engage with course materials before class and then use class time for active learning activities and opportunities for deeper engagement with the content and each other. Begin by introducing students to the flipped classroom model, providing clear expectations, and discussing the roles both they and you will play.  

Teaching a Lab Class in a Flipped Classroom

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three students with lab googles on dissecting a frog
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Credit: Pxhere is licensed under CCO, Accessed Feb. 16, 2026

A flipped classroom requires students to engage with course materials before class and then use class time for active learning activities and opportunities for deeper engagement with the content and each other. Begin by introducing students to the flipped classroom model, providing clear expectations, and discussing the roles both they and you will play.

Before Class – At Home

Instructor

Using the One-Minute Paper to Assess Student Learning

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stop watch with 1 Min Paper written on the side
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Credit: © Penn State is licensed under CC BY-NC-SA 4.0 

The one-minute paper is an assessment strategy that can be used to evaluate what students have learned and what they are struggling with. Students are asked two to three questions about a lecture, video, lab, field trip, discussion, or any other activity, and are given one minute to write their response. The questions should encourage students to consider what was most significant, surprising, important, disturbing, or useful, and what was unclear or difficult to understand.

Using Reciprocal Questioning in Small Groups to Increase Student Engagement

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Reciprocal Questioning????
Photo Credit

Credit: © Penn State is licensed under CC BY-NC-SA 4.0 

Reciprocal Questioning is a strategy that promotes critical thinking while increasing student engagement with one another and with the course material. Students work in small groups to discuss course material, or a portion of the course material, like a video. They discuss where they need further clarification or more information. Then a group representative shares the questions with the instructor and the instructor's Docsanswers benefit the entire class.