This workshop is about creating better video lessons for your learners using widely available tools: Powerpoint and Audacity. Do's and don'ts for both form and content are addressed. One month after the ½-day workshop, participants are invited to hand-in their work for personalized feedback.
Gamification is a very promising concept for learning and working environments. But what can be done, and what's just a little out of reach, within the confines of our current education system? This one-hour lecture explores the differentiation possibilities of gamification and presents practices that can be implemented in your classroom tomorrow.
Almost everybody is getting ready for BYOD (Bring Your Own Device), but all should tread carefully. Some past experiences are rich with lessons on how to implement BYOD correctly. There are classic mistakes that can be easily avoided. This one-hour lecture explores how.
The prevailing evaluating practices are out-of-touch with the times... Do they truly prepare for the future or are they relics of another era? If you agree with the latter, then you won't want to miss this 1-hour lecture on how we should go about measuring student competencies in a connected environment.
Intro to Gamification (2 hours): What elements make video games so appealing? Could these concepts be transferred to an educational context? Gamification can be defined as taking a closer look at the engaging and motivating aspects of video games and then applying these elements to a learning environment. Gamification incorporates positive reinforcement, collaboration, and recognition of achievements; it is not about bringing video games into a classroom.
Digital Citizenship workshop (1.5 hours): Students might be experts at using their own devices but often still need a teacher’s guidance in knowing how and when to use their technology for learning. How can we help our students with information literacy skills (critical thinking, search strategies, copyrights) and safe and responsible on-line behavior?
Intro to the Flipped Classroom (2 hours): What if a learner could rewind an explanation as often as needed for the concept or notion to sink in? What if that learner could watch or listen to one or more explanations in class or at home? This workshop will provide you with resources and strategies to help you “flip” parts of your FGA curriculum in a straightforward and sustainable manner.
21st Century Pedagogy (2 hours): What are strategies for writing authentic "real life" open-ended questions? What changes in regards to student evaluation? Where does technology fit in? This workshop provides participants with an overview of what goes into a Learning Situation and hands-on time to apply concepts.
Intro to Bring Your Own Device workshop (1.5 hours): Does BYOD increase student engagement or is it simply another distraction? How do we guide our students in using their own devices for learning? In this workshop, we’ll look at straightforward strategies for implementing and managing a BYOD classroom.
How should we measure the effects of technology implementation? This one-hour lecture addresses the issues revolving around BYOD initiatives, evaluation, professional development and some ideas on the school of the future.