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A flipped classroom is an instructional strategy and a type of blended learning, which aims to increase student engagement and learning by having pupils complete readings at home and work on live problem-solving during class time.

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Group work is a form of voluntary association of members benefiting from cooperative learning, that enhances the total output of the activity than when done individually. It aims to cater for individual differences, and develop skills such as communication skills, collaborative skills, critical thinking skills, etc.

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Interactive instruction encourages active participation from students in the learning process, promoting critical thinking, problem-solving, and collaboration.

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Think-pair-share is a collaborative teaching strategy used to help students form individual ideas, discuss and share with the others in-group. It can be used before reading or teaching a concept and works better with smaller groups.

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Instructional scaffolding is the support given to a student by an instructor throughout the learning process.

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Brainstorming is a group creativity technique by which efforts are made to find a conclusion for a specific problem by gathering a list of ideas spontaneously contributed by its members.

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Educational technology is the combined use of computer hardware, software, and educational theory and practice to facilitate learning.

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Inquiry-based learning is a form of active learning that starts by posing questions, problems or scenarios. It contrasts with traditional education, which generally relies on the teacher presenting facts and their knowledge about the subject.

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Problem-based learning is a student-centered pedagogy in which students learn about a subject through the experience of solving an open-ended problem found in trigger material.

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Project-based learning is a student-centered pedagogy that involves a dynamic classroom approach in which it is believed that students acquire a deeper knowledge through active exploration of real-world challenges and problems.

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Debate is a process that involves formal discourse, discussion, and oral addresses on a particular topic or collection of topics, often including a moderator and an audience.

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Educational games are games explicitly designed with educational purposes. This can be done independently, in small groups or as a large class.

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Students work to solve problems through adopting the different roles associated with it.

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This involves individuals or groups of students working together to analyze a case, a real-life situation which has been written up to highlight problems and solutions.

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Small groups of students work together to solve a problem or complete a task.

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Students process information and derive knowledge through discussing course-related issues and topics with each other.

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Simulations put learners into seemingly real situations where they can make decisions and experience the outcomes of their decisions without the risk.

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Involves students learning a process or procedure based on instructor performance.

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Combines the lecture with short question periods or a series of short question periods for students.

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A flexible method which can be applied to almost any content.