Inductive Reasoning

Inductive reasoning involves finding the path that leads to a known solution. Inductive reasoning is the ability to combine pieces of information that may seem unrelated to form general rules or relationships. It is a primary attribute in scientific theory formulation. As an example of inductive reasoning, in a crime, you have the evidence, the goal is to use inductive reasoning to determine how the evidence came to be as it is.

Appropriate Content Areas

All. Often used in Mathematics, Physics, Chemistry, and Forensics to name a few.

Ice Breakers

Ice-breakers are an introductory activity during which students can come to know one another. They help set the tone for the course or unit of activity. In an ice-breaker, an activity is given to the students, which helps guide then to disclose information to other students and create a proper learning set.

Hypothetical Situations

Students are posed a hypothetical situation to analyze. Active communication among the group of students on all of the issues is conducted to enable everyone to see arguments more clearly and from various viewpoints. In general, the right or wrong value of the situation is in question or a need for action must be proposed.

Group Reports

In group reports, students in groups of 3-5 collectively research a topic and then present that topic to the instructor or class in some way, usually in text. The topic difficulty is such that a group of students is needed to effectively report on the varied information sources. The topic complexity may also benefit from group synergy of thinking.

Group Debugging

One common technique in computer science is to debug a faulty computer program. In distance education, students can be brought together using a synchronous tool and by sharing a screen, work collaboratively to debug a computer program, just as they might in a real world situation.

Appropriate Content Areas

Primarily computer science, but it could be modified to group problem solving using online application sharing.

Gaming

Although still somewhat controversial, gaming involves the use of interactive feedback generating computerized gaming programs in order to educate. Interactive and immersive virtual worlds are a key.

Appropriate Content Areas

Usually used in elementary education, but can be adapted to higher levels. Useful in management, business, military, and social science education as examples.

Goals and Objectives

The core components of educational gaming reflect the following objectives.

Fishbowl

Fishbowl activities allow a student to practice a skill under peer review and audience. In the fishbowl activity, a group of students are chosen to discuss a given topic. The rest of the class watches, listens, or reads the transcript of the discussion. A secondary discussion occurs concerning the outcomes and process of the first. Another technique is to remove one student from a discussion who is then responsible for providing a summary.

Fieldwork

Just because a course is online, does not mean that the work has to be. Just as in traditional education, fieldwork is the placement of students in real-world situations in which to learn about specified content. Examples can include botanical data gathering in a field, library research, student teaching, etc. Apprenticeships can also be considered a form of fieldwork. This category is very broad.

Essays

This category of assignments does not refer to the essay question on an exam. Rather, it is referring to well developed essays that the students construct over a period of time with the occasional guidance and feedback of an instructor. Students are given a topic on which to write the essay. The topic may be self-selected, instructor-selected, or from a list of acceptable topics. The length of the essay can vary greatly as can the type of essay. Essays can be fictitious as well.