Tech It App! – Exploit ICT to involve learners in any classroom.

Objectives:The main outcome of this course is to enable the participants to implement digital technologies in their practices of teaching, learning and assessment in order to create a fun and engaging environment, helping them to:
– to develop ICT competences about applying technology in different educational settings in order to improve the motivation and the creativity of the students;

– to share best practices and transfer knowledge and methods between different cultural zones (at least 3 countries) and different learner ages;

– to develop tools (a digital game, an E-portfolio, digital stories) about ways of applying technology in education for different age groups;

– to enable participants to find at least 5 activities and techniques for their own teaching context in order to boost the motivation of their students;

– to increase participants’ confidence in using web 2.0 social media tools;– to gain inspiration to apply digital technology in the classroom– to promote European cooperation in the field of education within the framework of the Erasmus+ program by partnership building;Learning outcomes:By taking part in this training course, the participants will:  

  • Develop competences regarding applying digital education activities and techniques in different formal settings
  • Develop communication, collaboration, presentation, problem-solving, negotiation, critical & creative thinking skills;
  • Develop competences of ensuring harmonious group building (taking into account diversity challenges) and transforming the class as a group into a team
  • Have a better understanding of their own competence as teachers and will learn how to develop creative digital strategies for dealing with challenges in their own schools and classrooms
  • Learn how to develop tools (a digital game, an E-portfolio, digital stories) and learn about ways of applying technology in education for different age groups
  • Identify at least 5 activities and techniques for their own teaching context in order to boost the motivation of their students;
  • Have a better confidence in using web 2.0 social media tools;
  • Be inspired to apply digital technology in the classroom
  • Understand the students’ different realities and how to use digital methods and tools in order to better teach them
  • Learn how to use tools that will help create bonds between the students and the teacher in a way that every student feels encouraged
  • Develop ICT competences about applying technology in different educational settings in order to improve the motivation and the creativity of the students and to ensure the progress of every child;
  • Improve their interpersonal relationships
  • To promote European cooperation in the field of education within the framework of the Erasmus+ program by partnership building
  • Develop e-tools and techniques that can be used in order to increase student’s motivation and combat drop-out phenomenon;

MethodologyThe main methods will be through practical training, exercises, role-playing, cooperative work, various activities and discussions. The content is based on „learning by doing” combined with “reflection upon action”. The training course has a holistic approach:

  • Experiencing: different educational settings, different digital education methods and tools (Plickers, QR Codes, escape rooms in Google Forms, Goosechase, Jeopardy games, Wordwall, Quizlet, Flipgrid, Cloud tools – Google Suite, Designing Crosswords & Quizzes, Mind Maps & Word Clouds, Avatar etc.)
  • Reflecting: on the methods and its impacts, on the power and limits of digital and inclusive education, on building a pedagogical process etc.
  • Transferring: to the own reality of participants, in order to improve ways of working with their students
  • Sharing: different perceptions, current situations and experiences.
  • Developing: the building capacity of the participants (to be transferred to their students) by including them in the decision process of the training course designing
  •  lessons learnt and best practices on digital and inclusive education in school activities


DAY MODULE DETAILS 

DAY 1




DAYMODULEDETAILS

DAY 2