4. Objective of the workshop
To provide an insight into how teachers can use
technology to engage learners in today’s classroom.
To encourage teachers to make the most of
technology, websites and apps in collaboration with
E-tivities.
18. E-tivities - A party
What is the challenge
or problem?
How does it fit?
Why am I doing this?
“PURPOSE”
19. The purpose
1) Build in motivation by being purposful
• Aline with the purpose
• Whose going to do what
• You need to know when it starts and finishes
2) You need to encourage:
• Sharing
• Shaping
• Build the knowledge up
22. Stage 1 – Access and Motivation
Ensure that participants have easy
Access to the platform, processes and
systems.
Learners are motivated, spend time
and effort on their learning.
Motivating students by being
welcoming and encouraging.
23. Stage 2 – Team building
Individuals establishing their
personal identity with the learning
group and then finding others to
learn and work with.
Creating a microcommunity
through active and interactive
learning and teaching.
24. Stage 3 – information exchange
Plan your learning design around
the learning outcomes, your
pedagogical objectives and the
interactions between the group.
Cooperation begins to occur and
each student can support the
goals of the others
25. Stage 4 – knowledge construction
To offer group activities with
more complex contributions.
Students can become
contributors not just consumers
of knowledge.
Critical thinking
Judging
Evaluating
Creativity, discovering, inventive
work
Practical thinking – using applying
and practicing techniques
26. Stage 5 - Review
Students are comfortable
collaborating and cooperating
with others.
Students are more able to take
responsibilty for their own
learning and that of the group.
Metacognition – learning how to learn
Reflection
Evaluation
Judgement of others
Active learning
Student satisfaction