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Workshop Part 2

The plan below assumes all video and written content is available as described
on Canvas and that an uninformed facilitator could follow the plan, host the
event, and host the reflective discussion as described. The structure of this
design is in keeping with Collaborative Apprenticeship Model as described by
Glazer & Hannafin, 2005-2015, this model is born out of Cognitive
Apprenticeship and Social Constructivism.
Glazer, E., Hannafin, M. J., & Song, L. (2005). Promoting technology integration
through collaborative apprenticeship.Educational Technology Research and
Development, 53(4), 5767.

Glazer, E. M., & Hannafin, M. J. (2006). The Collaborative Apprenticeship Model:


Situated Professional Development within School Settings. Teaching & Teacher
Education: An International Journal of Research and Studies, 22(2), 179193.

DESIGN JAM!

No Prior Instructional Design Experience Required!


Learning Objectives:
- Participants will demonstrate collaborative short-term learning activity design.
- Participants will reflect and discuss how they might incorporate learning and
practice from the workshop into their own work.

Section 1 (Canvas Module 1 Week 1)


- Introduction
[Teaching Objectives: Participants understanding of a Design Jam and the

forming of Teams)

- (Step 1) Introduction Video


- (Step 2) Participants read:
- What is a Design Jam?
- (Step 3) Participants are placed into pairs as Teams.
- Teams should declare an animal mascot with attached adjective.
- Example: The Raving Badgers

Section 2 (Canvas Module 2 Week 1)


- About Design
[Teaching Objectives: Participants approaching of their design with a process
and purpose.]

- Design Tutorial and Rules


- (Step 4) Participants read What is B.O.S.S.?
- (Step 5) Open online discussion beneath post to answer questions and
share thoughts about activity design in general

Section 3 (Canvas Module 3 & F2F meeting Week 2)


- JAM!
[Teaching Objectives: Have a fun, engaging, shared experience, then reflect on
it.]


Online
- (Step 6) The Jam begins
- (Step 7) Design Jam Theme and Limit is announced
- Possible Themes: Out of Your Seats, Portals, or Territory
- Possible Limits: Must Use Construction Paper, Must Use Mobile Device,
or Must Not Use Whiteboard
- If 10 Teams, then 10 minutes each (assuming 120 minute share event)

- Adjust time limit as appropriate to number of total teams and allowing

20-30 minutes for transitions


- Teams have 2 days to develop their activity
- (Step 8) Teams may check-in for guidance throughout the week

F2F (2 days later)


- (Step 9) Teams gather to share their activities (2 hrs)
- (Step 10) Whole group engages in reflective discussion (1 hr)
- Key Questions:
- How was creativity utilized?
- How could creativity be improved?
- How could improved creativity aect the participants own work?
- How did the constraints aect their design?
- How do constraints aect the participants own work?
- How does adaptability within constraints relate to the participants own

work?
- Was there an activity that the participants would like to use in their own
work?
- Was there a method or design process they might like to use in their own
work?
- What are their major takeaways from the workshop?
- Do they have any questions?

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