Students answer multiple choice questions by choosing the A, B, C or D card.
Learning experiences based on higher order thinking and learner needs.
Helps students sort and cluster large amounts of brainstorming ideas into relationships or themes.
Online class discussion where students contribute at time that is most convenient to them.
Facilitate discussions by giving a voice to all students in a blended classroom within a lesson.
Students work together to generate a broad range of initial ideas.
Students explore choices and consequences in a branching scenario or create their own scenario.
Editable templates for educators to send out daily/weekly plans, information and work to students.
Explore words that either lie between two opposed concepts, like impossible/certain, or relate to a common subject, like movement.
Students develop a visual representation of relationships between ideas.
Quickly identify and analyse your students’ well being with a daily check-in.
Useful everyday templates such as planners, visual timetables and classroom routines.
Practice that is thoughtful and purposeful while being responsive to individual students’ needs.
Design thinking is a hands on, human-centred process for creating innovative solutions to real world problems.
Quickly identify and analyse your students’ understanding of a concept.
A strategy that uses a graphic organiser to support students in identifying and defining target vocabulary and concepts.
A discussion facilitated with a number of prompts or provocations.
A collaborative planning strategy that can be used for curriculum mapping, program-building or STEM project design.
Students arrange ideas, questions or facts on hexagons to stimulate discussion and create links or work towards a solution.
Questioning to get on-the-spot evidence about what students do and don't understand before moving forward in a lesson.
Students sit in the hot seat and become the focus of a questioning game that can be about a persona, a topic or a word meaning.
Students work in groups on parts of a task, then gather in mixed groups to share and learn from other students.
A technique that supports students to document their learning process from start to finish.
Explicit learning objectives and goals for student achievement
Students reflect on their progress by documenting their own learning.
A purposeful collection of evidence to showcase student learning and academic growth.
Students can articulate their ideas and easily modify, start again and share with others.
This strategy allows teachers to identify why a student has made an error in a word problem.
The teacher provides space for students to anonymously 'park' their insights, questions, ideas and next steps about a given topic.
A scheduled discussion between peers, based around a text. Prompts or question stems support effective dialogue.
Students use clear assessment criteria or a simple framework to review peers’ work.
A thinking tool that encourages the examination of ideas and concepts from different perspectives.
A method of questioning students that guides them through a four-step problem-solving technique.
A question generating and refining technique with guiding steps.
A tool that helps students understand and generate different types of questions.
A quick writing process (1-10 minutes) where students respond to a question and then share their responses.
Students attempt questions that test their knowledge about a topic.
Use criteria to communicate and evaluate your students’ quality of learning around a task.
Graphic organisers are maps or diagrams that can help students classify ideas and communicate them effectively.
A systematic method of approaching problems from different perspectives, allowing greater opportunity to find solutions.
Helps students to plan a visual sequence and structure for presenting information.
Allows students to collaborate to generate more ideas prior to, during or after learning new concepts.
Encourage critical and creative thinking, problem solving, computational and systems thinking, ethical reasoning, design thinking and metacognition.
Helps students find the right information on databases and websites by understanding how to build searches.
Video is taken of performances to use as evidence of student work or for critical analysis by peers.
Allow students to use virtual manipulatives such as unifix, whiteboards, money, shapes and geoboards.
Students formulate questions for given answers in teams or individuals in game-based learning.
Scaffolds to support students to plan to write and opportunities for multi-modal responses.