A Satisfying School: Positive Environments and New Technologies

Table of Contents


This course has been created for teachers who want to encourage students’ interest in learning, both through the creation of positive classroom environments and relations and through the use of technological tools.

During this course, participants will have the opportunity to learn ‘by doing’ through a range of activities aimed toward promoting higher student self-esteem, increased student involvement, and greater cohesion among teachers, students, and their families.

In addition to that, during the second week of the course, participants will learn and experience how to integrate educational apps into their teaching practice.

By the end of the course, teachers will have acquired greater knowledge about how creativity, improved communication, and enhanced relational skills can be effective allies in favoring a more meaningful school experience.

They will also be able to provide many opportunities for higher-level thinking in classrooms, as well as to confidently integrate a variety of apps into their lesson plans, which is an essential part of the 21st-century classroom (Facebook, Edmodo, Mindomo, online quizzes, and many more).

Learning outcomes

The course will help the participants to:

  • Improve their knowledge of the ingredients of wellbeing, fun and enthusiasm at school and how to enhance them;
  • Develop effective communication skills to improve school relations within students, colleagues and families;
  • Understand motivation and how to stimulate it in yourself and others, thanks to practical group cohesion and team building activities;
  • Get more of the 3 Cs: Creativity, Critical thinking and Collaboration;
  • Acquire a general overview of the many educational possibilities of using technological tools and the motivational dimension brought to the classroom when using them;
  • Use different educational apps in class, providing students with the best learning experience;
  • Be able to choose the most suitable tool according to students’ needs; 
  • Master social media, games and quiz apps;
  • Foster students’ creativity and improve studying techniques using apps to structure information, to better analyze, comprehend, synthesize, recall and generate new ideas.

Tentative schedule

Day 1 – Course introduction & setting goals

Course introduction

  • Introduction to the course, the school, and the external week activities;
  • Icebreaker activities using drama for trust and ensemble building.

Setting goals

  • Identification of needs and goals for each participant and relevant populations;
  • Course introduction and participants’ presentations;
  • Lesson and activities regarding motives of early school-leaving, scholastic apathy and its consequences, importance of school-student-family alliance and a school environment that promotes self-esteem – in all;
  • Presentations of the participants’ schools.

Day 2 – Motivation

  • How to keep motivation high;
  • Positive and clear communication, active listening, group cohesion;
  • Ideas for student-led activities, conflict management, supportive learning;
  • Practical activities, role play and discussion.

Day 3 – Abstract thinking

  • Creative and Dynamic Learning – Thinking Outside the Box – how new perspectives can promote academic motivation, trust and a refreshed sense of purpose;
  • Body & Mind learning, alternative forms of expression, emotional intelligence;
  • Practical group activities and discussion.

Day 4 – Positivity through mentoring

  • Mentoring, Scholastic Safety Nets and understanding how the group – of teachers, of students and of families – can be an effective resource in creating a positive school environment.

Day 5 – Applying skills and strategies

  • Simulation of lessons by course members, using skills and strategies acquired during the week;
  • Class discussion of personal cases and brainstorming of possible strategies.

Day 6 – Round up & cultural activities

  • Round up of acquired competences, feedback, and discussion;
  • Excursion and other external cultural activities.

Day 7 – Rest day

  • Day off.

Day 8 – Using digital devices

  • What technologies do you use in your classroom?
  • How to integrate Mobile Devices into your lessons;
  • Pair and group work activities;
  • YouTube. Activities, reflections and questions.

Day 9 – Facebook and Edmondo

  • Facebook and Edmodo: what to use, how to use it;
  • Introduction to Edmodo;
  • Activities, reflection and questions.

Day 10 – Using ICT in lessons

  • How to use ICTs in class: Ethical issues related to the use of ICTs in class;
  • Introduction of web platforms and apps that will make your lessons more entertaining and interactive (Thinglink, Picsart and Comic Creator).

Day 11 – Game-based learning

  • Quizzes and educational games: Learning through game-based platforms such as Socrative, StudyStack and Kahoot;
  • Social Media in the classroom: Using Instagram and Pinterest for teaching purposes.

Day 12 – Presentation tools & course closure

  • Mind map and presentation tools: Mindomo, a different and comfortable way to learn;
  • Creating visual resources to make learning easier;
  • Round up of week’s activities and conclusions;
  • Closing ceremony and certificates;
  • Course evaluation: round up of acquired competences, feedback, and discussion;
  • Awarding of the course Certificate of Attendance.

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