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learning. It will promote independent learning, a more flexible way of learning that
               requires accountability and good time management – key skills for any start-upper.
               It also required learners to adapt quickly to new situations they may face in their
               development and professional paths. Learners are challenged to plan their learning
               path,  and  identify  the  tools,  resources  and  strategies  needed  for  one's  own
               learning, developing their intrinsic motivation, agency, diligence and perseverance.


               Project-based  learning:  this  learning  method,  borrows  real  life  problems  and
               applies them to a learning context, thus the trainee/learner is requested to solve
               them utilising their existing and new knowledge. Project-based learning is one of
               the  most  highly  efficient  methods  to  learning  units  entailing  realistic  scenarios,
               helping to build immediate problem-solving & critical thinking skills.

               Game-based  Learning:  this  teaching  approach  to  teaching,  allows  the
               trainees/learners explore relevant aspect of games in a learning context designed
               by teachers/trainers. Gamification takes game elements (such as points,  badges,
               leaderboards, competition, etc.) and applies them to a non-game setting. In this
               manner, the experience of learning becomes more fun, engaging & interactive.

               Training tools

               Videos/Interactive  presentations:  the  modules  could  include  interactive
               presentations to keep participants engage. These presentations or where possible,
               videos,  will  be  based  on  creative  and  innovative  content  to  catch
               trainees’/learners’ attention.


               Interactive exercises/games: the chapters could contain from 3 to 5 pages of text
               that will be complemented with interactive exercises such as “Fill in the blanks”,
               “drag the words” or “guess the answer” and games such as “find the Hotspot” (see
               below).

               Assignment:  Participant  trainees/learners  could  be  asked  to  complete  the
               appropriate template related with the topic.

               M-learning teaching tools used to create interactive digital exercises:

                   1)  Single  choice  set: it will give to the learner a concept to select among 4
                      different  answers  which  only  one  is  the  correct.  This  digital  exercise  will
                      guide  the  learner  to  search  for  the  answer  in  the  theory-based  part  and
                      review concepts.






                                                     Programme: Erasmus+
                                   Key Action: Cooperation for innovation and the exchange of good practices
                                   Action Type: Strategic Partnerships for vocational education and training
                                             Project Number: 2019-1-PL01-KA202-065209
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