Kinesthetic / action-oriented approach – asynchronous teaching

For students who learn best through active action, experimentation, and problem-solving. They understand best when they get their hands on the material themselves – and can try it out.

Key idea: Understanding through action

Kinesthetic modalities create learning through activity. They support experiential learning and create an experience of mastery – especially when knowledge is directly linked to concrete actions in a digital environment.

Toolbox: Kinesthetic modalities for asynchronous acquisition

ModalityWhat does it do?Example from computer science educationIT option (e.g. Rise)
Code sandbox / simulationEnables experimentation with code and real-time feedbackAn embedded JavaScript editor where learners modify code and see the outputEmbed from Replit / JSFiddle
Drag-and-drop activitiesPromote active engagement with concepts and structuresSort SCRUM roles by responsibility or phaseRise Sorting Activity (embed) / H5P
Scenario with choices and consequencesAllows learners to make decisions and see the effects of their choicesChoose a system architecture for a case and see the outcomeRise Scenario block
Click-and-test interactionsSupport learning through simple simulations and feedbackTest input–output on small functionsH5P interactive activities
Code walkthrough with hands-on pauseCombines video with action – “Pause and try it yourself”Watch a coding pattern explained and then try it yourself in an editorVideo + link to sandbox / embedded sandbox
Mini-experiment with reflectionCreates a link between action and understanding“Try changing X – what happens?” + reflection question in a text fieldVideo + Text Entry / Knowledge check

Didactic reflection

When designing kinesthetic elements, ask yourself:

  • Can they try what I usually show for themselves?
  • Is it possible to fail safely and learn from it?
  • Do they get feedback while shopping?
  • Is the activity rooted in something practical?

Task: Outline an active asynchronous learning element

Purpose:
To design an asynchronous learning activity that gets students to take action and try something out to gain understanding.

Assignment instructions

Choose a topic from your education – e.g.:
• analyzing a requirements specification
• understanding the concept of normalization
• assessing user needs
• learning a new design pattern

Now think:
If you were to create an asynchronous learning activity where students don't just read about it, but do something to learn it – what would they do?

Your task:
Create a paper prototype of an interactive learning activity. It could be, for example:

  • A flow chart of steps in the activity (preferably with arrows, symbols or notes)
  • A storyboard of what the student sees and does
  • A quick mockup of, for example, a sandbox, an exercise, a user journey or an interactive decision

Remember: The activity should be asynchronous, digital and action-oriented You don't have to build it – just draw it.