Educational innovation

During the last 12 months, Kingston University has demonstrated many examples of innovative practice in learning, teaching and assessment.

These initiatives have been compiled in our Quality enhancement in learning and teaching: How Kingston University is improving the student experience publication, available from the Academic Development Centre.

Here are some examples of how our faculties have improved student satisfaction, retention, attainment and employability:

The Connect: Design Project

The Connect: Design Project

Catherine McDermott, Faculty of Art, Design and Architecture

Connect: Design is an online project developed collaboratively across two universities with an international reputation for digital design practice and education.

Embedding skills in core law modules

Embedding skills in core law modules

Amy Croft, Faculty of Business and Law

The introduction of additional seminars to core modules at level five has given us the opportunity to address students losing marks unnecessarily.

Green Shoots: sustainable and ethical practice

Green Shoots: sustainable and ethical practice

Mark Penson, Faculty of Arts and Social Sciences

Green Shoots is an extracurricular documentary film project, in two stages, that develops employability skills for practical filmmaking students, with participants from the schools in FASS and utilising expertise from the Sustainability Hub.

Deploying peer-assisted learning (PAL) in a virtual environment

Deploying peer-assisted learning (PAL) in a virtual environment

Caroline Doolan, Faculty of Health, Social Care and Education

The National Radiotherapy Action Group (NRAG) recommended to the Department of Health that the implementation of a Virtual Environment for Radiotherapy Training (VERTâ„¢) could enhance the clinical learning experience of students and potentially reduce the
high level of attrition observed among first years.

Use of electronic voting systems

Use of electronic voting systems

Mohamad Askari, Faculty of Science, Engineering and Computing

The use of electronic voting systems to provide rapid feedback and encourage student engagement.