This page provides guidance and things to bear in mind when designing learning experiences for staff.
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Ownership | Relevance | Active Involement | Purpose |
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Tips for Designing a Hands-on Workshop
Where to Begin?
Start designing with the end in mind. What are your overall goals for the workshop? What should learners do differently or be able to do as a result of the learning experience? Knowing where your learners should be headed will help you determine how to get there.
Activities (what specific activities will students do to learn the things you want them to learn?)
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<<evaluation and feedback>>
Structuring Workshop Topics*
Opening | Short Lecture | Active Learning | Ending |
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CONNECT and SPARK | Inform, Explain, and Deepen | Engage, Apply, and Retain | Close, Praise, Plan, and Reinforce |
Go over the purpose of the workshop and why this information might be relevant or useful to the learner. | Explain and show the information. | Give the learner an opportunity to practice. |
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Examples: | |||
*Adapted from Dr. Greg Reihman's "Structuring Class Meetings: A Planning Guide"
Universal Design for Learning (UDL)
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