Page 58 - International Perspectives on Effective Teaching and Learning in Digital Education
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Tina Štemberger and Andreja Klančar

                  progress since everything that happens reflects the learner's choices (Seren
                  Smith et al., 18).
                    Cooperative learning involves students working together in small groups
                  on a structured activity. The members of the groups learn to work as a team
                  to accomplish a specific goal, to solve a problem, to complete a project, or to
                  develop a product. Teachers hold students accountable individually but also
                  assess group work. Students are responsible not only for learning the mate-
                  rial but also for ensuring that the other members of the group also learn the
                  material (Slavin, 198).

                  Innovative Teaching Methods
                  Also, the definitions of innovative teaching methods are presented as agreed
                  within Transform 4 Europe Alliance.
                    Brainstorming aims to develop creative solutions to problems. It enables
                  the students for generating new, useful ideas and promoting creative think-
                  ing (Jarwan, 5).
                    Case studies are usually defined as a teaching method which requires stu-
                  dents to actively participate in real or hypothetical problem situations, re-
                  flecting the kinds of experiences naturally encountered in the discipline un-
                  der study (Ertmer & Russell, 1995).
                    Concept maps are a verbal or graphic presentation designed to assist the
                  learner in developing a clear and useful mental representation of whatever is
                  being studied (Lefrancois, 1997).
                    Cooperative learning can be defined as a set of teaching and learning strat-
                  egies promoting student collaboration in small groups (two to five students)
                  in order to optimise their own and each other’s learning (Johnson & Johnson,
                  1999).
                    Debate is defined as the process of considering multiple viewpoints and
                  arriving at a judgement, and its application ranges from an individual using
                  debate to make a decision in his or her own mind to an individual or group
                  using debate to convince others to agree with them (Freeley & Steinberg,
                  5).
                    Games-based learning can be defined as learning that is facilitated by the
                  use of a game. This can be at any academic level from preschool through to
                  lifelong learning, from simple memorization and recall to high level learning
                  outcomes such as evaluation or creativity. The use of the game can be intrin-
                  sic or supplemental, played face-to-face with physical objects or online, with
                  a computer. Where the difficulty arises is in the exact definition of the term
                  ‘game,’ because there is not a single accepted classification and definitions


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