Professional Development Course for Educators: Gamification, STEAM, Problem-Based Learning, and Multisensory Teaching
This course is dedicated to teachers who wish to develop their skills in all areas of education including pedagogical, personal, and ICT in order to develop a successful educational process. The proposed activities can be used by teachers of many subjects at every level of education from kindergarten to secondary and vocational education. The course aims to encourage teachers to include in the process the look for new forms of lesson organization, taking into account the opportunities offered by the most recent pedagogical research.
The aim of this particular course is to encourage teachers to look for new forms of lesson organization, the use of computer applications, and project skills development. The importance of avoiding burnout among the teachers will be one of the contents of the course. During the classes, the possibilities of using the closer and further surroundings of the school for the organization of an effective didactic process will be tested. Visits to museums, and art galleries, as well as providing class trips to cultural sites. The course has a contemporary approach to new learning scenarios, through multi and interdisciplinary learning activities.
The training days include group activities and developments of practical use of some applications and methodology (e.g., storytelling and sketchnoting) During the sessions where participants present their school and the main activities developed there and they also share and discuss the pedagogical potentialities of activities.
Participants will be involved in an active learning process, focusing on personal experience and self-expression, combining physical, cognitive, and emotional elements that make the learning process easier and more long-lasting. The preparation of real, ready-to-use learning scenarios will be one of the main facets of the course.
The course documentation and results will be published and shared on the eTwinning platform.
The schedule:
Day 1
-Participants' arrival
-Course introductory
Day 2
-Bloom’s taxonomy on how it can be effectively applied in the learning process to benefit both educators and learners
-How to teach students about the safety rules while using the Internet- preparing comics about this and a Kahoot
-Flipped classroom (Educaplay, Edpuzzle)- preparing learning scenarios
Day 3
-STEAM education
-QR codes in different school subjects
-Escape room- problem-solving, preparing learning scenarios
-Deck toys
Day 4
-Storytelling
-Gamification in education- learning scenarios
Day 5
-Tools for preparation of the multisensory lessons
-Certification
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