Virtual Reality (VR), Augmented Reality (AR) and Artificial Intelligence (AI) in the Classroom
[ETI-AI]
COURSE SUMMARY:
This course is aimed at professionals who would like to develop the application of the latest technology including AI Artificial Intelligence, Gamification, VR
Virtual Reality , AR Augmented Reality and XR Extended Reality together with methodologies relevant to mainstream schools, STEAM subjects, language
and
other academic or skill training environments. A wide range of free available technologies is introduced and worked on during the course.
TARGET AUDIENCE:
This course is for educators and other professionals who would like to extend their knowledge of the latest technologies and tools available in order to integrate technology into their Learning Environments, while also brushing up their own use of English. Specialised knowledge is not required except a basic knowledge of using Microsoft Word and using the Internet. Participants need to be at a B1 level of English.
PREPARATION:
After registration, partcipants on this course programme will receive:
– A pre-course questionnaire which will enable trainers to learn about the participants’ teaching backgrounds
– Information about the Europass Mobility Certificate
– A list of IT-related requirements to prepare participants for the course
OBJECTIVES:
– To enable better skills in technology namely AI, AR, VR, Simulation Learning and Gaming for education.
– To introduce an awareness of ways of integrating these technologies with teaching methodologies, using hands-on and experiential methods
– To help teachers reflect on their own teaching methods in relation to technology in the classroom today
– To help participants experience hands-on a range of interesting tools, so!ware and programmes which are available as freeware and set up activities linking methodology and technology today
– To further develop participants’ own language skills
– To experience the cultural heritage of Malta with its bilingual linguistic environment
METHODOLOGY:
This course is taught interactively, with input sessions, collaborative and group project work. Participants are actively involved in all sessions. Input sessions are in the form of hands-on workshops and could involve brainstorming, analysis and at times problem-solving. Sessions help participants use AI, VR, AR and gaming tools and platforms in a scaffolded setting. Participants are asked to reflect on the tools and activities, inviting discussion with regard to their own knowledge and skills, their approach to teaching today’s students, and on adaptation of the use of technology to their teaching and learning situations and contexts. Exchange of participants’ technological challenges, awareness and pedagogical knowledge is encouraged through discussion. Participants’ own language skills are developed and feedback given where appropriate. Participants are also introduced to appropriate websites and platforms related to the further development of their teaching skills and personal professional development.
FOLLOW UP:
– The course ends with an evaluation session, where teachers are asked to reflect upon the value of the knowledge gained on the course.
– They are also encouraged in this session to come up with a Personal Development Action Plan, and select activities which they would like to try out in their own classes.
– They are invited to join our Teacher Training Facebook community, which allows networking and contact with the trainers and fellow colleagues, and with participants from other courses.
– Participants are also encouraged to join communities for the POOLS Projects and otherrelated EU Projects, such as METHODS (Communicative Language Teaching Methods), TOOLS, and CLIL4U.
– In addition, participants are given a post-course 3 month subscription to e-Learning online site to further develop their language knowledge and skills.
SAMPLE PROGRAMME:
1) Monday
– Technology and New Challenges for Class Management
– Class Management Tools
– Social Media, Smart Phone Apps Awareness
2) Tuesday
– Simulation Learning
– AI-Powered Teaching Tools
– AI for Lesson Planning
3) Wednesday
– AI-Empowered Students
– AI for Presentations
– AI for Graphics and Multimedia
4) Thursday
– Overview of available VR platforms and activities
– Augmented Reality Tools
– Implementation of VR and AR in Lesson Activities
5) Friday
– Overview of available gaming platforms and activities
– Demystifying Coding
– Project Presentation/ Feedback and Reflection
PROGRAMME FEES INCLUDES:
– Tuition /Training (1 week) over 5 training days
– Social Programme including Half Day Guided Tours (to Malta’s Capital City Valletta / to the old Medieval City of Mdina)
– Airport Transfers : Shuttle Airport Transfers Arrival + Departure; from/to Malta Airport to /from Accommodation (when booked through our school only!)
– Mobility Euro Pass Certificate
– End-of-Course Certificate
OTHER INFORMATION:
– The School will be closed on public holidays. The schedule for the week including a public holiday will be adjusted to make up the lost training hours on the public holiday on that particular week.
– A social programme including weekly cultural guided tours will be confirmed every Monday. Participation on any activities is optional.
– Classes normally runs from 9:00-14:30 with two brakes. Number of lessons: 22,5 hours (1 lesson=60 min) + 2.5 hours of E learning self- study (5 homework on-line links; lessons about Malta, to cover the cultural aspects) + cultural tours. Therefore thw certificate lists 25 hours/week. If someone misses any lessons, eg 1.5h, it will show ‘ 23.5 hours out of 25 hours.