Funded LITE Grant Projects: Innovative Teaching Practices
Using a more interactive and data-driven approach to an introductory knowledge integration course to facilitate deep learning
Implementing a picture book design project in an undergraduate math course
Examining the effect of SLICC models for the public health capstone course
Using artistic story books to correct math misconceptions in undergraduate studies
- Assessing the effectiveness of a novel wellness check-in activity among third-year pharmacy students
Evaluation of the efficacy of wellness checks in a demanding program like pharmacy
Creating a student-led conference to discuss the potential and barriers to interdisciplinary problem solving
Revising the guidelines for faculty of health instructors for remote course delivery following the pandemic
Examining student awareness of identity markers and postcolonial theory
Assessing the impact of having community service learners in the classroom
Building a foundation for a Community of Practice regarding contemplative pedagogy
Creating a ‘how-to’ toolkit for instructors integrating SLICC frameworks into their courses
Creating comics to support learning in computer science courses
Developing a “tool kit” on trauma-informed feminist pedagogy (TIFP).
Integrating game-based learning in computer science and assessing efficacy
Developing a game for students to learn how to identify social, cultural, and ethical implications of their research
This project seeks to investigate the potential SLICCs hold within the University of Waterloo (UW) context by adapting, piloting and evaluating the framework within three work-integrated learning (WIL) focused courses, and exploring its potential for use in other UW learning contexts.
Research has shown that comics are beneficial to various aspects of student learning; however, there is little scholarship focusing specifically on university mathematics courses. This project aims to narrow this research gap and to introduce the use of an innovative pedagogical tool designed to augment students’ learning experience.
Assessing the impact of sci-fi themed gamification for calculus in the sciences
Development of a podcast discussing geographic principles and current research
This project aims to research the design and implementation of a game-based course design framework.
Investigating the extent and efficacy of active learning strategies in AHS classrooms
Integration of history-based roleplaying games for student-centric learning in history courses
Examining the efficacy of implementing a 3-hour flood resilience challenge to demonstrate flood challenges to engineering students
Implementing a teaching system based on Indigenous Learning Circle methodology to enhance student learning, critical thinking, and community building in STEM courses
Examining the learning outcomes of Indigenous teaching lenses on non-indigenous students
Measuring the impact of weekly group modules on group discussion and study habits
Instituting and evaluating the effect of giving students flexible assignment options
Partnering first- and third-year seminar students to improve the knowledge integration and sense of identity in these students
Examining the use of concreteness fading to improve CS courses
Investigating the impact of giving students choices in the classroom on their learning and engagement
Investigating the impact that a tutor’s background (academia or design practice) has on the learning process
Creating a “sustainable design toolkit” for engineering capstone design instructors.
Exploring how urban arts can be used as a teaching method for increased student engagement and decolonized learning
Implementing a “social innovation lab” for problem solving local community issues
Examining the empathy-based pedagogy in the faculty of engineering to enact improvements
Using the creation of a “science identity” to address the underrepresentation of certain demographics in STEM