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Great Place To Work

Innovative Learning

Innovative Learning

Innovations in Teaching and Learning

Key features of innovations in teaching and learning implemented:

  • Move from “teaching to know” to “teaching to learn”
  • Establish a connect to the “context” of the teaching in classroom
  • Analyze the different roles to improve classroom learning environment
  • Make teaching effective and enjoyable
  • Share innovative ideas and practice them in classroom
  • Enhance active learning

Following innovative learning methods are initiated and implemented:

  • Practical-oriented and Project-based learning
  • Mentoring system to help at individual levels: Mentoring is provided for overall development of the students.
  • Learning through research papers
  • Power point presentations help to make students understand visually the concepts better. Auditory lectures along with videos help the students learn by listening, hearing, speaking and motivate the students to do electronic presentations.
  • Activity-based Learning in some cases role play activities in classroom are used to motivate the students to understand the topics thoroughly.
  • MOOCs: Some advanced topics beyond the curriculum are taught with the help of video lectures of concerned subject from National Programme on Technology Enhanced Learning (NPTEL), MIT Open Courseware, Massive Open Online Courses (MOOCs), Khan Academy and Research Publication etc.
  • Hackathons are conducted to make the students to learn the technology within a shorter period.

Goals of Innovations by faculty in teaching and learning

The innovations in teaching and learning have clear objective to achieve targets set on the basis of outcome based education.

  • To bridge the gap between industry and academia by revising the curriculum in accordance to the industry standards.
    • Achieved by shifting from theory-heavy classes to practical approach and motivate students to work on mini projects on the current topics used in industry.
    • Inviting guest speakers from different industries and letting students interact with them can also prove to be extremely beneficial for everyone.
  • To make the teaching process more effective and interactive by focusing on creative ways of teaching using audio and video tools.
  • To develop entrepreneurial skills by encouraging students to initiate a startup business, work on communication skills, leadership qualities, and keep on learning.
  • To motivate the students for higher education.
S. No. Subject Activity
1 Python Gamming projects
2 Design & Analysis of Algorithms Searching and Sorting
3 Computer Network Network Topology
4 IoT Products building
5 Compiler Design (NCS- 603) Phases of the Compiler
6 Object Oriented Programming Inheritance
7 Database Management System SQL Queries
8 Cloud Computing Setting private cloud,Haddoop setting
9 Mobile Computing Mobile App Development
10 Cryptography and Network Security Implementation of Security Algorithms.

Gamification of Learning:

Introduce elements of gamification, such as interactive quizzes, simulations, and educational games, to make the learning process more engaging and enjoyable.

Artificial Intelligence (AI) and Machine Learning (ML):

Integrate AI and ML into the curriculum to expose students to cutting-edge technologies. This could include incorporating AI tools for data analysis or creating projects related to machine learning applications.

Project-Based Learning (PBL):

We are practicing project based learning it is an educational approach that emphasizes learning through hands-on experiences and real-world projects. It’s a student-cantered methodology that encourages active exploration, critical thinking, problem-solving, and collaboration.

Collaborative Learning:

Collaborative learning is an educational approach where students work together in groups to achieve shared learning goals. It involves active participation, interaction, and engagement among peers.

Flipped Classroom Model:

The Flipped Classroom Model is an instructional strategy that reverses the traditional teaching approach. In this model, direct instruction (usually delivered through lectures) is moved outside the classroom through pre-recorded videos, readings, or other resources. Class time is then utilized for application, interaction, and deeper learning activities.

Online Learning Platforms:

Online learning platforms provide a diverse array of courses, resources, and tools tailored for individuals eager to acquire new skills, expand their knowledge, or progress in their careers. We have established partnerships with prominent platforms like Coursera, where numerous students have successfully completed various courses.

Hackathons and Coding Competitions:

We actively advocate for students to engage in hackathons and coding competitions on a regular basis. These events serve as excellent platforms for them to showcase their skills, with several participants securing prizes as a testament to their capabilities.

Industry Partnerships and Internships:

Industry partnerships and internships play a pivotal role in our educational approach. These collaborations offer students invaluable real-world experience by connecting them with industry professionals and actual workplace environments. Through these partnerships, students gain practical insights, hands-on skills, and often forge connections that can lead to future employment opportunities. Internships, in particular, serve as a bridge between academic learning and professional application, allowing students to apply their knowledge in practical settings while learning from seasoned professionals

Maker Spaces and Innovation Labs:

Create dedicated spaces equipped with tools and resources for students to engage in hands-on experimentation and prototyping. These maker spaces and innovation labs support creativity and entrepreneurship.

Guest Lectures and Industry Talks:

Bring in industry experts for guest lectures and talks. This provides students with insights into the latest trends, technologies, and real-world applications, creating a bridge between academia and industry.