Active Learning Classrooms

Project-based learning and problem-based learning are pedagogical trends are in service of creating richer and more hands-on, real-world experiences for students. The New Horizon Report (2017), states that as higher education institutions prioritize active learning over rote learning, students are being viewed in a new light. As a result, learning spaces have been transformed for active learning.

As universities engage with strategies that incorporate digital elements and accommodate more active learning in the physical classroom, they are rearranging physical environments to promote these pedagogical shifts. Educational settings are increasingly designed to support project-based interactions with attention to greater mobility, flexibility, and multiple device usage. To improve remote communication, institutions are upgrading wireless bandwidth and installing large displays that allow for more natural collaboration on digital projects. Further, universities are exploring how mixed reality technologies can blend 3D holographic content into physical spaces for simulations like experiencing Mars by controlling rover vehicles, or to enable multifaceted interaction with objects, such as the human body in anatomy labs, with detailed visuals. As higher education continues to move away from traditional, lecture-based lessons toward more hands-on activities, classrooms are starting to resemble real-world work and social environments that foster organic interactions and cross-disciplinary problem-solving.

Key Features

Flexible Furniture

Flexible furniture permits easy circulation in the environment. clear sightlines and flat design decrease the instructor-student distance and reduce the traditional hierarchy of front-facing rooms.

 

Collaboration

Round tables for collaboration and glass whiteboards for each group engage students

actively and collaboratively in their learning.

 

Student Voice and Presenting

The throwable microphone is and wireless projection systems allow students to be heard and project their work from their hand-held device or laptop.
 

Gilmer STEM Commons

The Gilmer STEM Space is a collaborative maker space, open to faculty and students at the College of Arts and Sciences. Students, faculty, and staff may use the resources equipment and will be able to use a variety of tools and machines on their own with some training. To use the makerbot or virtual reality station, training will be required. To sign up for a training session email ????

Subscribe to RSS - Active Learning Classrooms