Interactive Classroom Activities: Entry/Exit Tickets
Interactive Classroom Activities: Entry/Exit Tickets
Interactive Classroom Activities: Entry/Exit Tickets
Entry/Exit Tickets
Entry & Exit tickets are short prompts that provide instructors with a quick student diagnostic.
These exercises can be collected on 3”x5” cards, small pieces of paper, or online through a
survey or course management system.
Entry tickets focus student attention on the day’s topic or ask students to recall
background knowledge relevant to the day’s lesson: e.g., “Based on the readings for class
today, what is your understanding of ___________?”
Exit tickets collect feedback on students’ understanding at the end of a class and provide
the students with an opportunity to reflect on what they have learned. They can be helpful
in prompting the student to begin to synthesize and integrate the information gained
during a class period. For example, a muddiest point prompt: “What was the muddiest
point in today’s class?” or “What questions do you still have about today’s lecture?”.
Advantages of entrance and exit tickets include: participation of each student, prompt for
students to focus on key concepts and ideas, a high return of information for the amount of time
invested, important feedback for the instructor that can be useful to guide teaching decisions
(e.g., course pacing, quick clarification of small misunderstandings, identification of student
interests and questions).
Ice Breakers
Ice Breakers are low-stakes activities that get students to interact and talk to each other, and
encourage subsequent classroom interactions. They can be useful at the beginning of the
semester: for example, asking students to introduce themselves to each other and what they
would like to learn in the course. Advantages of icebreakers include: participation of each
student, the creation of a sense of community and focusing students’ attention on material that
will be covered during the class period.
Think–Pair–Share
This type of activity first asks students to consider a question on their own, and then provides an
opportunity for students to discuss it in pairs, and finally together with the whole class. The
success of these activities depends on the nature of the questions posed. This activity works
ideally with questions to encourage deeper thinking, problem-solving, and/or critical analysis.
The group discussions are critical as they allow students to articulate their thought processes.
Guiding questions lead students through the activity. The questions should be designed to
develop student’s critical thinking by asking students to distinguish between fact and
assumptions, and critically analyze both the process they take in solving the case study as well as
the solution itself. Example questions include:
What is the situation? What questions do you have?
What problem(s) need to be solved? What are some solution strategies? Evaluate
pros/cons and underlying assumptions of these strategies.
What information do you need? Where/how could you find it?
What criteria will you use to evaluate your solution?
There are many collections of case studies publically available in a variety of disciplines.
Problem-based learning activities are similar to case studies but usually focus on quantitative
problems. In some cases the problems are designed to introduce the material as well as provide
students with a deeper learning opportunity.
The advantages of problem-based learning activities and case studies include developing
students problem solving and decision making skills, develop student’s critical thinking skills
encouraging critical reflection and enabling the appreciation of ambiguity in situations.
Debate
Engaging in collaborative discourse and argumentation enhances student’s conceptual
understandings and refines their reasoning abilities. Stage a debate exploiting an arguable divide
in the day’s materials. Give teams time to prepare, and then put them into argument with a team
focused on representing an opposing viewpoint. Advantages include practice in using the
language of the discipline and crafting evidence-based reasoning in their arguments.
Interactive Demonstrations
Interactive demonstrations can be used in lectures to demonstrate the application of a concept, a
skill, or to act out a process. The exercise should not be passive; you should plan and structure
your demonstration to incorporate opportunities for students to reflect and analyze the process.
Jigsaw
A Jigsaw is a cooperative active learning exercise where students are grouped into teams to solve
a problem or analyze a reading. These can be done in one of two ways – either each team works
on completing a different portion of the assignment and then contributes their knowledge to the
class as a whole, or within each group, one student is assigned to a portion of the assignment (the
jigsaw comes from the bringing together the various ideas at the end of the activity to produce a
solution to the problem). In a jigsaw the activity must be divided into several equal parts, each of
which is necessary to solving a problem, or answering a question. Example activities include
implementing experiments, small research projects, analyzing and comparing datasets, and
working with professional literature. The advantages of the jigsaw include the ability to explore
substantive problems or readings, the engagement of all students with the material and in the
process of working together, learning from each other, and sharing and critical analyzing a
diversity of ideas.