HRDF Claimable*
Date: 12 March 2019 and 11 April 2019
Time: 9am – 5pm
Cost: RM800
Description: Today, more than a billion people use Facebook, and more than 200 million use Twitter actively to connect, network, interact and share with one another. YouTube receives more than 4 Billion video views per day, millions of people blog, and there are more than 14 million articles on Wikipedia. Social Media today is impacting every aspect of our lives whether it is our social, working, education or family life. However, what about using web 2.0 tools to engage large audience? During this hands-on workshop, we will explore web 2.0 tools that we can use to engage students during Flipped Classroom sessions (or F2F classes)
Module Content :
1. Poll Everywhere
2. Padlet
3. Socrative
4. Kahoot
5. Formative
6. Other web 2.0 tools
Date: 13 March 2019 and 9 April 2019
Time: 9am – 5pm
Cost: RM800
Description: This one-day course is partially derived from the Google for Education Advanced training that is also aligned with the ISTE Standards for teachers to facilitate and inspire student learning and creativity.
This course will be delivered with lectures, demonstration, discussions and practical tips and hands on learning experience. Post-course support will be provided in the forms of educational community discussions where participants will be getting support and ideas not only from the trainer but also from the community.
Module Content:
Date: 14 March 2019 and 6 April 2019
Time: 9am – 5pm
Cost: RM800
Description: In this 1-day hands-on workshop, we will explore how we can use technology to engage and gamify using various methods and online tools. We will actively look at how we can transform learning experiences using ‘Gamification’ and ‘Game Mechanics’. Then we will explore how we can use interactive online tools to engage learners during learning sessions. Participants will be engaged throughout the workshop with learning activities. It will be fun, engaging, and participants will get a taste of how they can use technology and gamification to transform the way they facilitate learning.
Module Content:
Understanding how the brain learns.
Introducing ‘Gamification’ and ‘Game Mechanics’.
Designing engaging and gamified learning experiences using face-to-face and blended learning methods.
Exploring various online tools that we can use to engage, gamify and assess students.
Divided into groups to design gamified learning experiences.
Date: 15 March 2019 and 20 April 2019
Time: 9am – 5pm
Cost: RM1,000
Description: It has been reported that a learner spends approximately 15,000 hours in schools in the first two decades of his or her life (Deci, Vallerand, Pelletier, & Ryan, 1991). Therefore, schools but more specifically, teachers, play a pivotal role in an individual’s life, exerting a powerful influence on shaping a person’s outlook in life, in the immediate community and, in turn, on society as a whole. Understanding this conception, ideally, teachers, to be able to become that positive agent of change, educating their charges and motivating them, need to be, first and foremost, motivated agents themselves who must remain contagious in spreading their love of learning.
Motivation, in essence, deals with direction, intention, vigour and equifinality - all characteristics of deliberate action; and more prominently, motivation leads to tangible results (Ryan and Deci, 2000, p. 69). Mitchell (1982) had earlier described motivation as a phenomenon that defines the duration (or perseverance), direction (or initiation) and intensity (or vigour) of voluntary human behaviour. In addition, motivation has been characterised as the main determining factor behind students’ intention and being focused in the classroom (Rothstein 1990; Woolfolk 1990).
This highly informative and interactive 1-Day Workshop will inform participants of the various factors governing motivation and will equip participants with tips and strategies on how to enhance motivation in the classroom, creating a positive learning experience for all.
Module Content:
Date: 9 March 2019
Time: 9am - 5pm
Cost: RM50 (Special Introduction Price)
Description:
Did you know that we have approximately 60,000 thoughts per day, and a majority of our thoughts are predominantly NEGATIVE, and often seem to appear out of nowhere? Although, ANTs (Automatic Negative Thoughts) can support us well under certain circumstances, they can also hinder us from making progress and experiencing happiness in life. In this half-day hands-on workshop, we will explore nine (9) types of negative thought patterns, and various techniques we can use to transform ANTs into PETs. You will be challenged throughout by individual and group activities (and fun) to overcome your ANTs. If you want to transform your ANTs into PETs, and be happier and more successful, this workshop is just right for you
Module Content:
Exploring 9 types of Automatic Negative Thoughts (ANTs) and how they can impact our lives.
Transforming ANTs into PETs (Positive Empowering Thoughts) using various techniques.
Two hands-on activities to experience and transform ANTs to PETs.
15 Tips beyond ANTs to improve your focus, confidence, health and happiness.