GAMIFICATION - INTELLIGENCE GAMES AND BRAIN TEASERS IN THE CLASSROOM
This course focuses on active and engaging learning; learning based on games, not on memorising. According to Bloom’s taxonomy, there are many levels of learning: from remembering to creating. Remembering is at the very bottom of the learning pyramid, and it is the most present in schools of today. On this course we will pay great attention on how to use activities in the classroom that are game-based. Participants will learn how to organise their lesson in more active and engaging way, primarily focusing on learning by doing, and learning through playing. We will compare traditional learning to alternative learning methods. Participants will be actively involved in performing problem and project-based activities. More creative and engaging approach in the classroom means more innovation; students have to end the lesson with the result, concrete product of their active learning.
Methodological approach involves:
Warm-ups and energisers
Lateral thinking puzzles
Six Hats method
Problem – solving activities
Project – solving activities
Action – based strategies;
At the end of the course, participants will be able to:
Learn about gamification in the classroom;
Learn about teaching thorough lateral puzzles in the classroom;
Critical thinking in practice; how to encourage students to think critically through engaging lessons;
Learning about designed thinking; solving problems in innovative way;
Applying lateral thinking: how to think outside the box;
Learn how to gamify grading;
Project – based learning in practice; every lesson can be a project;
Learning how to encourage students to be innovative as a part of gamification in the classroom;
Development of tools and techniques for innovative problem solving
Trainees will be given soft and hard copies of all lesson materials, which they can present to their colleagues in their own organizations to generate interest in project writing. In addition, a mailing list of participants will be created in order to exchange ideas/experiences. At the end of the course the participants will fill in a questionnaire in order to get a detailed feedback for the effectiveness of the training event.
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