Game-Changer IO2 In-service Training Programme
Module 1: Introduction to the Game-Changer In-service Training Programme Welcome to the Game-Changer In-service Training Programme . The main objective of this resource is to support front-line youth workers to develop new professional abilities with a focus on utilising challenge-based learning and encouraging entrepreneurial competences in young people. The programme aims to harness the potential of online, challenge-based education to build the entrepreneurial competences of youth service users by providing a comprehensive training resource for youth workers. This programme will cover the necessary theoretical knowledge and practical aspects of the main Game-Changer themes and educational approaches. This includes the key entrepreneurial competences vital for young people to develop, the value of the gamification of learning in education and a detailed analysis of the WebQuest approach to challenge-based learning. We will also provide instruction on how to develop a WebQuest so that youth workers can build their own challenge-based learning resources that complement existing pedagogic approaches. This learner manual has been designed as a professional development resource that can either be delivered to a group of youth workers as a complete training programme or undertaken as self-directed learning at a pace to suit the user. The complete in-service training programme comprises of a total of fifty hours of learning content broken down into three different training phases: Phase 1 – an introductory workshop that introduces the in-service training programme, the Game-Changer project and the EU EntreComp Framework (Modules 1, 2 & 3) ; Phase 2 – a programme supporting youth workers to develop the necessary pedagogic skills and competences to deliver training in dynamic online environments. This phase focusses on the gamification of learning, the theory behind WebQuests as an educational resource, how to use the Game-Changer WebQuest compendium effectively and supporting youth workers to develop their own WebQuest challenge- based resources (Modules 4, 5, 6 & 7) ; Phase 3 – self-directed learning focussing on continuous professional development and providing additional resources to youth workers looking to support the development of entrepreneurial and transversal skills in service users (Module 8) .
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