Innovative Teaching Methods

Aula DigitAbile: persone diverse usano PC e tablet; icone sottotitoli, microfono e lente per l’accessibilità.

Learning objectives

  • Understand the meaning of “teaching methodology innovative” and its value to the school today.

  • Distinguish between the major families of methods (collaborative, based on problems/projects, experiential, technological, custom).

  • Reflect on the role of teacher as facilitator, not the only transmitter of content.

  • Find the practical tools to apply in their own classes.

Methodology

  • Approach interactive workshop: alternation of moments of theoretical and practical activities.

  • Guided discussion: stimulating questions on innovation, challenges, and opportunities.

  • Presentation real cases applicable in the classroom (examples for primary and secondary).

  • Use digital tools to make the experience engaging (quizzes, maps, storytelling).

Course structure 

1. Introduction (1st lesson)

  • Presentation of the concept of “teaching methodology innovation.”

  • Guided discussion: what does innovation mean in teaching? What difficulties faced by today's teachers?

  • Map of the 5 great families of methods.

  • Initial activity: teachers share a positive experience with innovative teaching experienced or observed.

2. Collaboration and Social Learning

  • Methodologies: Cooperative Learning, Peer Tutoring, Jigsaw, The Debate.

  • Example implementation:

    • Primary → “Build a city” (each group design a part).

    • Secondary → Debate on “The artificial intelligence in education: opportunity or risk?”.

  • Activities for teachers: work in groups and prepare a micro-year experience in the classroom.

3. Problems and Projects as a learning engine

  • Methodologies: Project-Based Learning, Problem-Based Learning, Design Thinking, Scenario-Based Learning.

  • Example implementation:

    • Primary → Create a school garden.

    • Secondary → Designing the sustainable city of the future.

  • Activities for teachers: simulation of a small interdisciplinary project with the times and roles.

4. Innovative technologies and Gamification

  • Methodologies: Gamification, Competition-Based Learning, VR/AR, AI, 3D Printing.

  • Example implementation:

    • Primary → quizzes with Kahoot to review the multiplication tables.

    • Secondary → exploration VR of ancient Rome.

  • Activities for teachers: create a quiz or a challenge gamificata with a digital instrument (Kahoot, Wordwall).

5. Direct experiences and Creative

  • Methodologies: Learning by Doing, Experiential Learning, and Art-Based Learning, Storytelling Digital.

  • Example implementation:

    • Primary → build a house for the birds.

    • Secondary → create a podcast historic or a video with the storytelling digital.

  • Activities for teachers: to design a storytelling digital learning on a topic of their subject.

6. Customization and Micro-learning

  • Methodologies: Flipped Classroom, Microlearning, Simulation-Based, Immersive, Role-Playing, Multi-Sensory, Self-Directed Learning.

  • Example implementation:

    • Primary → video on the water cycle at home + practical model in the class.

    • Secondary → simulation of the UN on climate change (role play).

  • Activities for teachers: make a mini-unit upside-down (flipped classroom).

7. Conclusion and final reflection

  • Sharing of the work of teachers.

  • Discussion on the advantages, issues and adaptations of the methods.

  • Processing of a personal plan to experimentation: every teacher chooses a methodology to try right now in class.

Tools used

  • Collaborative platforms: Padlet, Jamboard, Trello, Canva.

  • Gamification and interactive quizzes: Kahoot, Wordwall, Classcraft.

  • Storytelling and creativity: Canva, PowerPoint, Audacity/Anchor.

  • Videos and simulations: Edpuzzle, LearningApps, Google Expeditions (VR).

  • Coding and computational thinking (for connection with other activities): Scratch, Blockly.

Scroll to Top