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R-MC Faculty Teaching Toolkit: Engaging Students

 

Student Collaboration & Active Learning

Engaging Students with Readings

Technology Tools for Active Learning and Student Collaboration

 

Canvas "Groups": Managing course groups and providing an area ("Pages")  that affords the students in a group to work individually or collaboratively, and to view each other's work.

 

Canvas "Collaborations": Leveraging Microsoft Word, Excel and PowerPoint for the students in a group to collaborate on documents.

 

OneNote Integration in Canvas: Collaborative note-taking among group members.

 

Hypothes.is: Active reading and annotation, allowing the instructor and students in the class to share and respond to each other's comments. It can be used alone, or with Canvas course modules and assignments. 

 

Canvas Peer Review Assignments: A peer review assignment enables students to provide feedback on another student's assignment submission.

 

Canvas Peer Review Discussions: Peer review discussion enables students to provide feedback on another student's reply to a class discussion. 

 

Canvas Studio: A system that turns media-viewing into an active process, Canvas Studio allows the instructor to ask questions on the media timeline. Students can respond to questions individually or share comments with peers. Users can also use Canvas Studio for lecture capture, with systme-generated captions.

 

Kahoot!: A game-like student response system offers a free version to educators. R-MC has limited EDU licenses. The EDU license offers slides import from PowerPoint decks and more reporting features. Contact Lily Zhang (zzhang@rmc.edu) for questions.

 

LucidSpark and LucidChart: Brainstorming, mind mapping and flowcharting are among the Lucid templates that students can use to participate in or share their thinking and learning. LucidSpark and LucidChart are powerful visualization apps for teaching, learning and creativity. They can be used outside Canvas, or with Canvas course page and assignments. 

 

Makerspace Resources enable students to learn by doing - making digital stories, creating infographics and 3D representations, and exploring the unknown through Virtual Reality experiences.