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ods and technologies are adapting to bring change in existing system for fulfillment of predetermined
s. Earlier books were only source of instruction, individualized learning and Individualized teaching. Today, it
ugh research studies that information and communication technology (ICT) can make the teaching learning
ve and efficient. There are some teaching methods that have been using in higher education like Constructive
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urnal of Applied Science and Computations ISSN
INNOVATIONS IN TEACHING METHODS
[Link], [Link]., [Link]. (Life Sciences), [Link]., [Link]. (Education
(Education), PGDBI
[Link]., Applied Psychology (Student), School of Distance Education,
Bharathiar University - 641 046, Tamil Nadu, India.
e-mail : vijikrish12@[Link]
___________________________________________________________________
tract
In teaching new methods and technologies are adapting to bring change in exist
fulfillment of predetermined educational objectives. Earlier books were only
ruction, individualized learning and Individualized teaching. Today, it has been prov
arch studies that information and communication technology (ICT) can make th
ning process more effective and efficient. There are some teaching methods that
g in higher education like Constructive Methods, Demonstration, Discussion, Sto
e Play, Visit, Project, Laboratory, Assignment, Quiz, Problem Solving, Dialogue
wer, Seminar and Conference method, Lecture with Power Point Presentations,
ture with Audio and Video presentations, Online Teaching etc. but only limited
hers and institutions are using these methods regularly. A new paradigm of te
ning is needed to increase the pupil’s active participation, perception and
elopment. The transfer of textual learning contents to visual learning content. This t
e effective in the learning through innovative and effective teaching methods.
ywords: Innovation, Teaching Methods, Crossover Learning, Learning
umentation, Computational Thinking, Learning by doing Science, Embodied
mification of Learning, Learning Management System, Blended learning.
VI, Issue I, January/2019
urnal of Applied Science and Computations ISSN
roduction
Today's learners are digital natives. They grew up with digital technologies. Tea
olve important issues related to the adaptation of the learning process towards stu
e different learning styles and new requirements for teaching and learning. T
lenge for any teacher is to make each student to be attentive in the class, and tran
ctively enough to create a lasting impression. As a teacher, to tackle this challenge
y should implement innovative methods and ideas that make the classroom experi
e lovable for the students.
Traditional classroom teaching methods are no longer effective to achieve curre
dards. Technological approaches alone can’t provide students with deep and m
ning experience. But the combination of both can help an educational institution s
Students who have grown up with interactive technology do not pay attention to old
sroom lectures. What educators need to do is provide students with relevant and
ning experience. Traditional approaches become effective in enhancing education, o
combined with technological approaches. Any method using computers or mod
ting conventional chalk-talk method are innovative if they ultimately serve the att
objective of teaching.
Education is a very powerful instrument for social change and transform
ovative teaching practice is the only way to enhance the quality of our education. T
ducation is not just making a student literate but adds rationale thinking, knowledge
sufficiency. When there is a willingness to change, there is hope for progress in
ativity can be developed and innovation benefits both students and teachers.
Technology is also changing the classroom experience. Information and comm
nology has made many innovations in the field of teaching and also made
nge from the old paradigm of teaching and learning. In the new paradigm of le
of student is more important than teachers. The concepts of paperless and penless
emerging as an alternative to the old teaching learning method. Nowaday
mocratization of knowledge and the role of the teacher is changing to that of faci
d to have interactive teaching and this changing role of education is inevitabl
VI, Issue I, January/2019
urnal of Applied Science and Computations ISSN
oduction of innovative technological methods and producing a technologic
eration of youths.
ectives
1. To promote innovative and effective methods of teaching in classroom.
2. To promote best practices in teaching to students.
3. To explore use of technology in effective teaching learning process.
4. To accelerate teaching-learning process by way of promoting independent, c
Creative thinking.
5. To enable the development of skills engaging latest technological devices
teaching learning.
6. To provide information about resources and events related to the enhancement
and learning.
7. To explore methods of effective teaching learning at school and college level.
8. To share best teaching learning experiences by school, college and university te
9. To make teaching and learning enjoyable and interesting for achieving free and c
right to education.
Teachers have to use different teaching methods and approaches that allow stu
ve participants with strong motivation and engagement to their own learning
agogical paradigms and trends in education, reinforced by the use of IC
equisites for use of new approaches and techniques in order to implement activ
innovative teaching method is a proactive approach to integrate new teaching stra
hods into a classroom. They are:
VI, Issue I, January/2019
urnal of Applied Science and Computations ISSN
Learning
Management
System
Learning
through Blended
Argumentation learning
Innovative
Crossover Teaching Embod
Learning Methods Learni
Computational Learning
Thinking doing Scien
Gamification of
Learning
earning Management System
A learning management system (LMS) is a software application or Web-based
d to plan, implement, and assess a specific learning process. Typically, a learning m
em provides an instructor with a way to create and deliver content, monit
icipation, and assess student performance. A learning management system may al
ents with the ability to use interactive features such as threaded discussio
ferencing, and discussion forums. Learning management systems were largely used
rseware in schools and popularize e-learning.
The Advanced Distance Learning group, sponsored by the United States Dep
ense, has created a set of specifications called Shareable Content Object Refere
ORM) to encourage the standardization of learning management systems.
Learning management systems were designed to identify training and lear
zing analytical data and reporting. LMSs are focused on online learning delivery b
VI, Issue I, January/2019
urnal of Applied Science and Computations ISSN
nge of uses, acting as a platform for online content, including courses, both asynchro
synchronous based. An LMS may offer classroom management for instructor-led
pped classroom, used in higher education, but not in the corporate space.
An LMS supports content in various formats like text, video, audio, etc. One
erials anytime, from everywhere, teachers can modify the content, and students c
ated material. The evaluation of students is easier and fair, based on student atten
ne quizzes. Students and teachers can re-use the material every time they need.
lended learning
Blended learning is a term increasingly used to describe the way e-learnin
mbined with traditional classroom methods and independent study to create a n
hing methodology. It represents a much greater change in basic technique than sim
mputers to classrooms; it represents, in many cases, a fundamental change in the wa
students approach the learning experience.
Blended learning is a formal education program in which a student learns at l
ugh online delivery of content and instruction with some element of student control
e, path, and/or pace. The methodology behind blended learning is to combine
ning with mobile learning and online learning. It also has different names like mixe
rid learning, blended e-learning, melted learning, etc.
mbodied Learning
Embodied learning involves self-awareness of the body interacting with a real o
ld to support the learning process. When learning a new sport, physical move
ious part of the learning process. In embodied learning, the aim is that mind and
ther so that physical feedback and actions reinforce the learning process.
Technology to aid this includes wearable sensors that gather personal ph
ogical data, visual systems that track movement, and mobile devices that respond
h as tilting and motion. This approach can be applied to the exploration of aspects
nces such as friction, acceleration, and force, or to investigate simulated situations
cture of molecules.
VI, Issue I, January/2019
urnal of Applied Science and Computations ISSN
For more general learning, the process of physical action provides a way to enga
eeling as they learn. Being more aware of how one’s body interacts with the wor
port the development of a mindful approach to learning and well-being.
earning by doing Science (with remote labs)
Engaging with authentic scientific tools and practices such as controlling remote
eriments or telescopes can build science inquiry skills, improve conceptual understa
ease motivation. Remote access to specialized equipment, first developed for sci
versity students, is now expanding to trainee teachers and school students. A
cally consists of apparatus or equipment, robotic arms to operate it, and cameras th
ws of the experiments as they unfold.
Remote lab systems can reduce barriers to participation by providing user-fri
rfaces, curriculum materials, and professional development for teachers.
With appropriate support, access to remote labs can deepen understanding for te
ents by offering hands-on investigations and opportunities for direct-observ
mplement textbook learning. Access to remote labs can also bring such experienc
ool classroom. For example, students can use a high-quality, distant telescop
ervations of the night sky during daytime school science classes.
Gamification of Learning
The gamification of learning is an educational approach to motivate students
g video game design and game elements in learning environments. The goal is to
yment and engagement through capturing the interest of learners and inspirin
tinue learning. Gamification, broadly defined, is the process of defining the elem
mprise games that make those games fun and motivate players to continue playing
e same elements in a non-game context to influence behaviour. In other words gam
introduction of game elements in a non-game situation.
There are two forms of gamification, structural with no subject matter chang
red content method that adds subject matter. Games applied in learning can be con
ous games, where the learning experience is centred on serious stories. The serio
pressive in quality" and "part of a thoughtful process" to achieve learning goals.
VI, Issue I, January/2019
urnal of Applied Science and Computations ISSN
In educational contexts, examples of desired student behaviour which gamif
ntially influence include attending class, focusing on meaningful learning tasks,
ative.
omputational Thinking
Computational thinking is a powerful approach to thinking and problem solving.
aking large problems down into smaller ones (decomposition), recognizing how the
blems that have been solved in the past (pattern recognition), setting aside unimpor
traction), identifying and developing the steps that will be necessary to reach
orithms) and refining these steps (debugging).
Such computational thinking skills can be valuable in many aspects of life, ran
ing a recipe to share a favorite dish with friends, through planning a holiday or exp
loying a scientific team to tackle a difficult challenge like an outbreak of disease.
The aim is to teach children to structure problems so they can be solved. Com
king can be taught as part of mathematics, science and art or in other settings. The
to encourage children to be computer coders, but also to master an art of thinkin
ble them to tackle complex challenges in all aspects of their lives.
rossover Learning
Learning in informal settings, such as museums and after-school clubs, can link e
tent with issues that matter to learners in their lives. These connections work in both
rning in schools and colleges can be enriched by experiences from everyday life
ning can be deepened by adding questions and knowledge from the classro
nected experiences spark further interest and motivation to learn.
An effective method is for a teacher to propose and discuss a question in the
n for learners to explore that question on a museum visit or field trip, collecting phot
vidence, then share their findings back in the class to produce individual or group a
These crossover learning experiences exploit the strengths of both environ
vide learners with authentic and engaging opportunities for learning. Since learning o
VI, Issue I, January/2019
urnal of Applied Science and Computations ISSN
fetime, drawing on experiences across multiple settings, the wider opportunity is
ners in recording, linking, recalling and sharing their diverse learning events.
earning through Argumentation
Students can advance their understanding of science and mathematics by argui
ilar to professional scientists and mathematicians. Argumentation helps student
trasting ideas, which can deepen their learning. It makes technical reasoning publi
n. It also allows students to refine ideas with others, so they learn how scientists wo
stablish or refute claims.
Teachers can spark meaningful discussion in classrooms by encouraging stud
n-ended questions, re-state remarks in more scientific language, and develop and u
onstruct explanations. When students argue in scientific ways, they learn how to
n actively, and respond constructively to others. Professional development can he
earn these strategies and overcome challenges, such as how to share their intellectua
h students appropriately.
ovative Methods makes Education better:
Improve ability to personalize learning
Potential for individual progress
Improve student engagement and motivation
Shift to online state tests starting 2015
Need to extend time and stretch resources
Potential to extend the reach of effective teachers
Ability to improve working conditions (presumably of educators)
Decrease device costs
Student and parent adoption of learning apps
Interest in narrowing the digital divide
VI, Issue I, January/2019
urnal of Applied Science and Computations ISSN
nclusion
I hear and I forget
I see and I believe
I do and I understand
(Confucius)
Innovation in Teaching Methods is an effective approach to make positive
ents’ behavior and attitude towards learning, to improve their motivation and en
results of the change have bilateral nature – they can affect students’ r
erstanding of the educational content and create conditions for an effective learni
ovative teaching methodologies will lead to a learning society in which the cr
llectual abilities of students will allow them to meet the goals of transform
elopment.
erences
[Link] R
01 Dec 2018
[Link] Retrieved 01 Dec 2018
[Link] Retrieved 01 Dec
[Link] Retrieved 01 Dec
[Link]
classroom. Retrieved 01 Dec 2018
[Link] Retriev
2018
[Link] Retrieved 01 De
VI, Issue I, January/2019
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