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The source of the course know-how April 18th - 22nd 2016 Rome
“Flipped Classroom in the Lifelong Learning” Supporting trainers and adults’ participation to innovative educational Course The source of the course know-how April 18th - 22nd 2016 Rome
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ERIFO has been dealing with innovative didactic praxis for years
ERIFO has been dealing with innovative didactic praxis for years. This course comes from our long experience in European projects and our involvement in several projects related to innovative ways of teaching, like: Project Rapport LETS Enterprise The course represents the summary of the contents developed by ERIFO over the last five years, which have been systematized through the project: Master model to gain time in your classroom – “Gain Time”.
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…Training in service! The course aims to export techniques and methodologies in order to prevent the dropout phenomenon from school. Its goal is to enhance teachers pedagogical skills with regard to guidance, successful training promotion, prevention of and intervention on early school leaving. These objectives will be achieved through the implementation of creative classrooms which involves different instruments.
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Main Tools: Autobiographical method;
Inclusion of educational games in traditional curriculum Flipped methodology.
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… The Autobiographical Method
Objectives: create empathy among teachers and students help the learner to build a project of life based on him/her education/training. ERIFO experience with the autobiographical method comes from two different projects we have carried out: LETS Enterprise Project Rapport
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… Project RAPPORT Rapport involves the construction of three key products useful in dealing with early school leaving, respectively focused on: Prevention Strategies Achieved through digital storytelling of men and women, coming form the same school and the same geographic/urban area, of the same age and with the same socio-economic familiar background in order. The objective is to compare their parallel lives, with divergent destinies. The stories have to be strong, stressful. They will act as a deterrent to prevent early school leaving.
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Intervention Strategies
A panel of docufilm, having as protagonists former young people, who interrupted the training pathway, but through a second chance succeeded, they complete their education and get success. Such a product will have the objective to promote in at risk students and in the related families a new perception of training efficacy Compensation Strategies The product is a tutorial for trainers and teachers. They can use the tools to enhance the students' interest in apprenticeship. It consists in a video training course that explains how to do and what are the benefits of apprenticeship.
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… LETS ENTERPRISE Storytelling approach in LET’S framework:
This project uses the autobiographical method to promote people self confidence and personal fulfilment. Storytelling approach in LET’S framework: Believed as a way for easing contents transfer Added value of allowing seniors’ key competencies transmission Enables people to learn without feeling like they are learning, without straining to get it right.
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To make the education/training more attractive and personalized on the classroom needs
Educational Games Flipped Methodology To overturn the traditional development of the lesson moving the ownership of the learning from the educators to the students. ERIFO has deepen its experience in both Educational Games and the Flipped Methodology in the framework of the project Master model to gain time in your classroom – “Gain time”
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… Project GAIN TIME GAIN TIME aims to help teacher to update and strengthen their professional competences and increase student’s motivation and performances, in particular for those young who are at risk of early school leaving and with low competences. GAIN TIME aims to develop, test and implement an innovative way of teaching, promoting the develop and the implementation of innovative practices in the educational field. It wants to develop tools for professional development of teachers, through ICT technologies, which are very effective for the management of creative lessons.
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… Educational Games Objectives:
Create empathy and strengthen the relationship among teachers and students Provide students with the possibility to develop a variety of connections with the content and let them form positive memories of learning. Allow students to develop a variety of important skills along with knowledge about the subject.
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… Educational Games The second thematic area is dedicated to the design of educational games and management of laboratories. After a theoretical introduction to the methodology of educational games, participants will work in groups to design their own educational game
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… Flipped Classroom Objectives:
overturn the traditional development of the lesson moving the ownership of the learning from the educators to the students. Support the change from a theoretic learning to a social and constructive learning The third thematic area of the course consists of a summary of the theoretical and methodological approach proposed by ERIFO about the flipped classroom.
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… ARCHITECTURE OF THE COURSE:
Theoretical Lessons; Workshops and practical activities
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Toolbox tools and strategies THE AUTOBIOGRAPHICAL MODEL
EDUCATIONAL GAMES GRAMMAR LEADERSHIP FLIPPED CLASSROOM
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