Concept by: Lorenzo Gaspari
SUGGESTED COMPUTER PROFICIENCY: INTERMEDIATE
It is a truth universally acknowledged that teachers should make available activities that are capable of involving students in the learning process. Games and digital tools are terrains that amplify reality and that educators must explore to move in that direction.
Games and technology represent perfect environments to facilitate exploration, having a strong impact on a student’s ability to learn-by-doing and immediate acquisition of knowledge and skills.
While playing and interacting with different forms of reality, students can sometimes learn without even realizing it! Fun and engagement are the backgrounds on which abilities and understanding are constructed. Theory and practice are smoothly integrated into the process of solving issues within the scope of a game.
By the end of the course, participants will have understood how learning chances, learning reinforcements, stimuli, autonomy, collaboration are part of game-based learning. They will be able to appreciate the pros and cons connected to different techniques. They will be confident in selecting the best game-based activities depending on their teaching goals and their students’ needs.
- Teachers primary, secondary, vocational, adult, special needs;
- Teacher trainers;
- Managers of schools/organisations offering adult education.
Head teacher of ICT Courses: Iacopo Falciani
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