Outline – Day One

Day 1:

7:00 – 7:30

(Duration:  (0:30hours)

 

 

Arrival and registration

 

 

 

7:30 – 8:30

(Duration:  1 hour  )

Introduction and outlining objectives of the workshop.

 

 

 

8:30 – 09:30
(Duration:  1 hour)
·         21st Century educational challenges: The Role of ICT in teaching and Learning. Learning with ICT for ICT.

·         The 21st century educational tools and recourses: What to keep what to delete what to enhance in order to make the technology more accessible.

·         Demonstration of practical and innovative educational scenarios and case studies with an integral ICT dimension.

 

09:30 – 09:45 (Duration:15 min)

 

Break
09:45 – 12:00

(Duration: 2:15 hours )

·   Technology Enhanced Learning and Learning Design – How Master trainers and teachers can benefit/Basic Principles of classroom management and curriculum.

·   Examples of developing technology enhanced learning designs for effective teaching

·   Using portals of interest for the participants to author educational scenarios.

·   Metadata Practice: Searching and Retrieving Learning Objects from Learning.

·   Learn by doing: Ways of acquiring new ICT concepts so you can apply your new skills immediately. Allow usage of practical, hands-on exercises, activities and real-world simulations.

 

12:00 -12:30

(Duration:  30 min)

 

Lunch Break
12:30 – 14:00
(Duration:1:30 hours)
The educational systems in a nutshell.

  • Cultivating thinking, creativity, learning, collaboration and regulation.
  • The shift of focus towards a more experiential learning: more active, cumulative, constructive, goal-directed, diagnostic and reflective learning.
  • The need for more independent learning: more discovery-oriented, contextual, problem-oriented, case-based, socially and intrinsically motivated learning.

 

14:00 – 14:15
(Duration: 15 min)

 

14:15 – 15:30
(Duration: 1:15 hour)

 

Break

 

 

 

·   Creativity and Innovation in education.

1.      The real barriers to creativity and innovation in schools.

2.      Creativity for thinking and learning.

 

·         Developing true innovative learning environment of learners, schools, teachers and parents.

“Live” demos from various web enabled resources that support the “New comprehensive approaches to teaching and learning”.

 

Case study: Educational games:

Games and their positive impact on motivation, self-confidence, different learning rhythms of students and in the way students deal problem solving.

 

 

 

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