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Innovative Methodologies oct 2024_participants

Elisa Crivellari

Created on October 7, 2024

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Transcript

Welcome to the course

Innovative Teaching Methodologies

07 - 11 October, 2024

Let's know each other...

choose an image and tell something about yourself

What will I learn?

Digital Storytelling

Introduction Brainstorming Evaluation

Project based learning

Gamification the Escape Room for Education

Presentation of the projects The guideline Time for questions and feedback

BRAINSTORMING and ASSESSMENT

...to assess

...to brainstorm

- GOOGLE FORM - WORD OFFICE - PANQUIZ - KAHOOT

- COGGLE - MENTIMETER - LINOIT - MIRO

DIGITAL STORYTELLING

BENEFITS

what is it?

DST FOR EDU

Digital Storytelling (DST) is a participatory, narrative, and art-based practice that has been applied for various purposes and in various institutional contexts

It help students make deep connections to content

The greatest benefit in the classroom may be found when students are asked to create their own digital stories, either individually, or as members of a small group

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E-BOOK

THE STEPS

Let's dive into the phases of this methodology

Let's practice!

Let's talk aboute-book!

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PROJECT-BASED LEARNING

BENEFITS

what is it?

PBL FOR EDU

Students work on a project over an extended period of time – from a week up to a semester – that engages them in solving a real-world problem or answering a complex question. They demonstrate their knowledge and skills by creating a public product or presentation for a real audience.

Project-based learning is a student-centred methodology that engages students in developing critical thinking through undertaking authentic, meaningful projects.

Students develop deep content knowledge as well as critical thinking, collaboration, creativity, and communication skills.

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THE STEPS

virtual tour...

TEACHER'S ROLE

Let's dive into the phases of this methodology

Let's practice!

Student-centred projects with teacher facilitation, guidance and/or mentorship.

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GAME-BASED LEARNING

ESCAPE ROOM

what is it?

BENEFITS

Some of the advantages of using games with learning purposes are: • Learn from your mistakes in a safe and simulated environment. • The context of a game is generally more engaging because at every stage there is a challenge to achieve that keeps the learner motivated.

Game-based learning is an active learning technique that uses games to improve student learning. The aim of GBL is to teach something while the learner is playing.

What is a virtual escape room? Virtual escape rooms (which can also be referred to as digital breakout rooms, digital escape rooms or online escape rooms) are digital games where players have to answer questions to “escape” from a virtual room or environment. The digital locks are questions, and the keys that open them are the answers! These could be puzzles, riddles, clues – or in an educational setting could just be straightforward questions that test knowledge recall or application. To add more of a challenge, some educators add a time limit.

THE STEPS

an example

Let's dive into the phases of this methodology

Virtual escape room created with Google Form

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a guideline of...

THANKS!

crivellarielisachiara@gmail.com

1. The first step in creating a virtual escape room is to choose a theme that aligns with your subject and learning objectives. The theme really could be anything: a historical event, a scientific discovery, a work of literature, an artistic movement.

2. Once you have chosen your theme, create a narrative or backstory that will set the stage for the virtual escape room (Tip: You may find it easiest to plan out the questions, answers and other sections of the escape room first in a Google doc)

3. Create the form

http://linoit.com/users/crivellarielisachiara/canvases/Innovativemethodologiesoct24

Students may be given assignments in which they are asked to research a topic, look for pictures, record their voice and then choose a particular point of view Students who create digital projects improve different technological skills by using software that combines a variety of multimedia tools including working with text, still images, audio, web publishing, scanners, digital still cameras, video cameras and working with music and sound effects. It enables teachers to increase understanding of new material, and enhance students' motivation while working collaboratively in the classroom.

Students may be given assignments in which they are asked to research a topic, look for pictures, record their voice and then choose a particular point of view. Students who create digital stories improve different technological skills by using software that combines a variety of multimedia tools including working with text, still images, audio, web publishing, scanners, digital still cameras, video cameras and working with music and sound effects. It enables teachers to increase understanding of new material, and enhance students' motivation while working collaboratively in the classroom.

Brainstorm: learners must distill essential ideas from their research

Identify reliable text and create a script

Gather all the images, video, audio, and any other digital media you will need to support your script

Craft: once you have all the elements of your digital story, it’s time to put it all together, to choose what software you will use to tell the story and to build the project.

Revise all and share

Let’s break down the phrase

when you incorporate the word “digital”, you bring in the use of multimedia tools and social media. Digital stories are typically videos that combine audio, images, and video clips to tell a story. But the possibilities of digital stories are almost endless. They can also be narration on a podcast, text on a website, blog, e-books or social media platform

storytelling is something we are all familiar with. It is the sharing and passing down of narratives and experiences with others, often through traditional media such as films, and novels

1. Identifying a driving question or the central concept. It will pose a problem or a situation they can tackle, knowing that there is no one answer or solution.

2. Design a plan for the project: engage students in decision making so that they have a sense of ownership from the outset; recognise what materials and resources are available to support students.

3. Create a schedule. Design a timeline for project components. Realize that changes to the schedule will happen.

4. Develop the project and discuss the results (assessment and self-assessment)

Teacher’s role: - facilitate the process and the love of learning - teach the students how to work collaboratively. - fill the assessment schedule and discuss with students about the strengths and the setbacks of the experience

Project-based learning (also known as PBL) is a teaching strategy that focuses on real-world problems and challenges using problem-solving, decision-making and investigative skills.

https://accorcia.to/3pqv

Digital storytelling is an engaging way to share information, to convey challenging topics. DST requires creativity, time management, work in team, digital skills. The process really puts you in the driver’s seat!

There are two main types of digital escape rooms. Lock and key style rooms are the most popular choice for educators. These escape rooms require students to work through puzzles to find codes, which act as virtual "keys" to digital "locks." Lock and key style rooms are easy to incorporate into almost any lesson plan. You could have students find a key by close-reading a passage, finding a particular date in a history book, or completing a series of equations to get a digit code. Branching style rooms present a choice, like whether to march through a misty forest or return home. The option students choose informs the rest of the story. Branching-style escape rooms are a lot of fun, but they’re harder to incorporate into a lesson plan. They're also harder to make in general.