Game-Changer IO2 In-service Training Programme

building dynamic learning tools - knowledge of the range of potential methodologies for the gamification of learning - knowledge of the strengths and limitations of challenge-based learning - adopt and apply new methodologies to meet emerging market needs - evaluate current approaches and strategies for engaging with youth service users 5. Introduction to WebQuests - theoretical knowledge of the concept of a WebQuest - knowledge of the strengths of WebQuests in the learning process - knowledge of the latest digital teaching tools and environments - build an understanding of the potential of these environments for engaging learners - knowledge that young digital natives already have these current technologies embedded in their daily routines - define and describe the concept of a WebQuest - ability to comfortably work with the new WebQuest resources in non-traditional learning environments - apply innovative pedagogic methodologies for providing training in dynamic, online environments - recognise the value of using WebQuests as part of a broad educational strategy - combine the use of WebQuests with existing pedagogic approaches 6. How to Utilise the WebQuest Compendium - knowledge of the content of the Game-Changer WebQuest compendium - knowledge of how to access the WebQuest compendium - knowledge of the desired impacts of the WebQuest compendium and the key entrepreneurial competences covered - build an understanding of how to effectively utilise the WebQuest compendium with service users - utilise the WebQuest compendium to support the acquisition of key entrepreneurial skills - combine new pedagogic approaches required to effectively use and integrate the WebQuest resources into everyday activities - apply and harness the potential of the WebQuest compendium to assist young people to develop their entrepreneurial abilities

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