Basic ICT required.Read more
Basic computer proficiency courses are designed for individuals who have limited experience with technology. Participants will learn fundamental skills such as navigating the web, and using basic programs.
Targeted to Intermediate English (B1+) speakers.Read more
This is the standard requirement for most courses. Participants at this level can participate actively in discussions and manage everyday and professional situations. If they are unsure about their English level, they can test it here or explore our courses facilitated in Basic English.
Cross-Curricular.Read more
The listed audiences are those for whom the course is especially recommended, but courses are not exclusive to them and are open to everyone. In fact, most of our workshops are built around the collective sharing of participants’ experiences and having a variety of profiles enriches the learning process and is highly encouraged!
Description
Many teachers would like to create their own digital games, quizzes, and interactive learning activities and bring them into their classrooms.
However, the reality is that traditional app-building tools often require coding skills, expensive software, or, in the best scenario, a large amount of time (something that most educators simply don’t have).
As a result, teachers tend to fall back on ready-made materials, which rarely fit their specific students or teaching context perfectly.
There is a real and growing need for something better: a simple, flexible way for teachers to create their own digital learning experiences without all the technical baggage.
That is exactly what this course is about. It will introduce participants to vibecoding, an innovative approach that uses artificial intelligence and natural everyday language prompts to create simple digital applications and interactive classroom tools without any programming knowledge required.
Educators will learn how to put their ideas into words in ways that AI tools can actually act on.
The focus is not on technical coding skills, but on creativity, pedagogy, and effective prompt design.
From there, they will build a range of activities: vocabulary games, quiz apps, drag-and-drop exercises, memory games, simple simulations, and more.
Everything is designed around their own subjects and learners, and the emphasis is firmly on doing, on creating, testing, tweaking, and putting things straight into use in the classroom.
Throughout the course, participants will test, adapt, and improve their creations while reflecting on how AI-generated activities can support engagement, differentiation, and learner autonomy.
By exploring how to personalize activities for different age groups, subjects, and learning needs, particular attention will be given to designing real educational activities (and not just “digital content”).
This way, they will learn how to integrate AI-generated tools and materials into existing teaching platforms and classroom routines.
By the end of the course, participants will walk away with a personal library of ready-to-use digital activities they have made themselves.
More than that, they will have a new kind of confidence, the ability to use AI creatively and independently, and the skills to keep designing engaging, tailored learning experiences long after the course ends.
What is included
Learning outcomes
The course will help participants to:
- Understand the concept of vibecoding and its potential in education;
- Use AI tools to create simple interactive learning games and activities without coding knowledge;
- Design educational games, quizzes, and digital classroom tasks adapted to their own subjects and learners;
- Improve prompts and refine AI-generated outputs for better pedagogical quality;
- Personalize digital activities for different age groups, learning styles and classroom needs;
- Explore ways to integrate AI-generated tools into everyday teaching practice;
- Critically evaluate the strengths and limitations of AI-generated educational content;
- Build a practical collection of ready-to-use interactive classroom resources.
Tentative schedule
Day 1 – Introduction to the course
- Introduction to the course and the Academy;
- Introduction to the host city and the week’s cultural activities;
- Icebreaker activities;
- Presentations of the participants’ schools and institutions.
What is vibecoding?
- Understanding AI-generated applications and no-code creativity;
- Exploring AI tools for building educational activities;
- Live demonstration: building a working vocabulary game in under 5 minutes;
- First practical workshop: participants create their first AI-generated learning activity.
Day 2 – Games and quizzes
- Principles of engaging educational game design;
- Creating multiple-choice quizzes, flashcards, and memory games with AI;
- Prompt-writing strategies for better classroom activities;
- Workshop: designing subject-specific games and interactive tasks;
- Testing, feedback, and improving AI-generated activities.
Day 3 – Interactive exercises and simulations
- Creating drag-and-drop activities, matching tasks, and fill-in-the-blank exercises;
- Designing simple decision-making scenarios and branching activities;
- Adapting AI-generated outputs for different learners and contexts;
- Troubleshooting common AI limitations and inaccuracies (“what to do when AI gets it wrong”);
- Collaborative workshop: refining and extending participants’ projects.
Day 4 – Personalization and publishing
- Adapting activities for different age groups and learning needs;
- Using AI-generated visuals, audio, and multimedia elements;
- Embedding activities into Google Classroom, Moodle, or other platforms;
- Building reusable prompt libraries for future classroom use;
- Reflection: opportunities and challenges of AI-generated learning materials.
Day 5 – Showcase and action planning
- Finalising and presenting participants’ interactive activities;
- Peer feedback and collaborative testing sessions;
- Designing classroom implementation strategies;
- Developing a personal action plan for future AI-supported teaching;
- Reflection on creativity, sustainability, and responsible AI use in education;
- Course evaluation: round-up of acquired competencies, feedback, and discussions;
- Awarding of the course Certificate of Attendance.
Day 6 – Structured cultural activities
- Structured cultural activity(ies) according to the hosting location;
- Learning journal: individual written reflection on the course experience;
- Course reflection: self-reflection and review of course materials and resources.
This course uses AI tools as part of the learning experience and may include a dedicated session on GDPR compliance and responsible data use, depending on participants’ interests.
Participants are encouraged to verify that the use of AI tools is permitted under their national regulations and institutional policies before registering.
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