Icebreakers and warm-up activities are essential components of a professional learning session, as they help to establish a positive learning environment, encourage participant interaction, and set the stage for meaningful collaboration. Keep in mind that sometimes it is difficult for people to want to get up and move around and chat, especially after a long day. In these cases, look for low-energy icebreakers/warmups to use. For example, present an image and ask them to "meme it" in small groups or by themselves.
Here are some examples of icebreakers and warm-up activities:
Two Truths and a Lie: Participants share two true statements and one false statement about themselves, and the rest of the group must guess which statement is the lie. This activity encourages participants to learn more about each other and promotes a fun, engaging atmosphere.
Tech Tool Bingo: Create a bingo card with various technology tools or platforms that educators might use in their classrooms. Participants mingle and find others who use or have experience with the tools on their card, marking off the spaces as they go. This activity helps participants discover shared interests and experiences related to technology integration.
Speed Networking: Participants are given a short amount of time (e.g., two minutes) to share their experiences, challenges, or successes with technology in their classroom with a partner. After the allotted time, participants switch partners and repeat the process. This activity encourages participants to connect with each other quickly and fosters the sharing of ideas and experiences.
Technology-related Question Carousel: Post several technology-related questions around the room, and divide participants into small groups. Each group spends a few minutes discussing one question before rotating to the next. This activity encourages participants to share their thoughts and experiences related to technology, promoting a collaborative learning environment.
Game-based learning and challenges can be powerful tools for technology coaches to enhance engagement, motivation, and learning during professional development sessions. By incorporating game-like elements, friendly competition, and goal-oriented tasks, coaches can create an interactive and enjoyable learning experience for their participants.
Examples of these are:
Digital Scavenger Hunt
Create a list of tasks or questions related to the technology being introduced, and have participants work in small teams to complete the tasks or find the answers using the tool or platform. The first team to complete the scavenger hunt wins a small prize or recognition. This activity promotes exploration, collaboration, and a deeper understanding of the technology. Goosechase is a great app to facilitate scavenger hunts.
Technology Tool Showcase
Divide participants into small groups, and assign each group a specific technology tool or platform to explore. After a designated amount of time, each group must present a short, engaging demonstration of their assigned tool, highlighting its features and potential classroom applications. Encourage creativity and interactivity in the presentations, and have participants vote on their favorite demonstration. This activity fosters a deeper understanding of various technology tools and encourages collaborative learning.
Badge System
Develop a series of badges or achievements that participants can earn by demonstrating mastery of specific skills or concepts related to the session's content. Badges can be awarded for tasks such as creating a lesson plan that incorporates a new technology tool, participating in a peer feedback activity, or sharing a successful classroom experience using the technology. This system encourages participants to take ownership of their learning and strive for continuous improvement.
Tech Tool Trivia
Create a trivia game consisting of questions related to the technology tools or platforms being introduced during the session. Participants can work individually or in small groups to answer the questions, competing for points or small prizes. This activity reinforces learning, promotes friendly competition, and encourages participants to engage with the session content in a fun and interactive way. Of course, Kahoot can help facilitate a trivia game.
Select and apply a protocol. Consider the outcomes for the next PD you are facilitating. Explore the protocols and strategies for unpacking thinking and select one that aligns to the intended outcomes. As you implement the protocol, look for evidence that participants are cognitively engaged and appropriately challenged. Gather feedback from participants on the effectiveness of the protocol as aligned to the outcomes. Make adjustments for future iterations.
Read the following protocols to implement to enhance professional learning experiences.
DataWise Protocols, Harvard Graduate School of Education
The Power of Protocols by Margot Heaton for Learning Forward Ontario
Thinking Routines, Metacognitive and self-reflective protocols on Visible Thinking from Project Zero at Harvard
Two resources from the National School Reform Faculty
NSF Original Protocol List of free, downloadable protocols
An unconference is a participant-driven meeting. Teachers are usually polled for topics of interest prior to the unconference or like in the case of an EdCamp, at the unconference. A typical poll would:
Give teachers a list of topics they might be interested in choosing from
Ask teachers what other topics they would like to explore
Ask if they would be willing to "present" a session (Presentations are not as formal as a regular conference. Much more casual.)
The agenda is created by the attendees at the beginning of the meeting, usually through dot voting. Anyone who wants to initiate a discussion on a topic can add that content to the unconference and claim a time and space. Spaces are assigned to topics and attendees attend the sessions of interest to them. Methodologies for creating unconferences include:
Birds of a feather: informal discussion groups, each dealing with a specific topic
Dotmocracy: Participants are given a certain number of dots to "vote" for their top session choices. These choices are usually created by participants ahead of time. After the votes are in, the top choices are assigned rooms and participants meet with groups of people who are interested in pursuing the same learning
Fishbowl: a way to manage a large group conversation in an unconference
Ignite: Speakers are given 5 minutes and allowed 20 slides to present on a topic in which they have expertise. There are usually multiple speakers in one ignite session.
Knowledge café: Groups of people discuss several topics in small group settings, generally around a table
Lightning talks: Similar to Ignite sessions but the sessions are not timed. There are usually several short sessions in one lightning talk, sometimes called a data blitz.
PechaKucha: A storytelling format in which a person shows 20 pictures (slides) for 20 seconds each to tell their story
Speed geeking: Presenters are set up in a circle around the perimeter of the room and are at their stations to demonstrate their topic. Attendees are divided into small groups (5-6 in each group) and go to one of the stations for 5 minutes. The presenter presents and the participants can ask questions or answers. After 5 minutes, attendees rotate.
Technology Stations: Stations may be set up for hands-on participation (ex: robotics, 3D printing, maker space, etc.)
Open Conversation: There is always a commons area for people who want to go and talk about a problem they want to solve or a topic they want to explore
edCamps
Probably the most common unconference is the edCamp. At an edCamp, participants suggest sessions when they arrive (whether they would like to lead or learn) and the schedule is built organically. Learn more about edCamps below or at www.edcamp.org.