| Project Based Learning (PBL) |
Projects to solve real and interdisciplinary problems. |
Individual projects, micro-projects, digital tools. |
| Problem-Based Learning |
Solving complex problems through research. |
Guided problems, real cases, work roles. |
| Cooperative Learning |
Work in groups with defined roles and common objectives. |
Rotating roles, small groups, asynchronous work. |
| Inverted Classroom (Flipped Classroom) |
Content is reviewed at home and practice is done in class. |
Short videos, short readings, in-class review. |
| Gamification |
Use of game dynamics and mechanics in educational contexts. |
Physical/digital boards, cooperative challenges, badges. |
| Experiential Learning |
Learning by doing through reflection on experience. |
Simulations, experiments, role-playing games. |
| Inquiry-Based Learning |
Research guided by trigger questions. |
Open-ended questions, guided research, use of digital sources. |
| Multisensory Learning |
Use of multiple senses to process information. |
Manipulative material, kinesthetic activities, videos and diagrams. |
| Universal Design for Learning (UDL) |
Flexible access to learning by reducing barriers. |
Varied delivery options, accessible materials, choice of activities. |
| Competency-Based Learning |
Focus on mastery of demonstrable skills. |
Clear rubrics, varied evidence, flexible pacing. |
| Station Based Learning |
Activities distributed in different physical or virtual spaces. |
Digital stations, fast rotations, booster stations. |
| Socioemotional Education |
Development of emotional and social competencies. |
Breathing routines, dialogue circles, emotion cards. |
| Art-Based Learning |
Integration of the arts for the expression of content. |
Visual maps, dramatizations, infographics. |
| Direct Teaching |
Explicit, teacher-guided instruction. |
Mini-lessons, visual cards, guided practice. |
| Thought Routines |
Structures to visualize and develop thinking. |
I see-I think-I wonder, comparisons, guided discussions. |