Learners are presented with some examples of a common type of problem within a discipline. Rather than solve the problem, learners are tasked with recognizing the category of problem each example represents.
Co-Curricular (experiences outside of the formal classroom but contribute to student learning) Please contact us at activelearning@uga.edu with an example to include!
Universal Design for Active Learning
Universal Design for Active Learning UDL and active learning share a common goal: centering all students in the learning experience. When designing an activity, UDL‑informed instructors consider how the activity could be open to all students while preserving the core learning goal.
Physical Considerations If handwriting is not required, allow digital or verbal response.
Timing & Pacing Allow adequate time to read and process the problem. Recognition tasks require retrieval and application and consider extended time. Provide clear examples.
Social Interaction Allow individual identification before partner discussion. Avoid requiring immediate verbal responses.
Information Accessibility Provide the problem in writing. Allow reference to course frameworks or concept lists.
Ways to Participate/Express Allow identification and explanation in writing, typed, verbally, or through a digital response tool.