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Workshop Development en breve

Workshop Development en breve

Christina Koch

August 10, 2016
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  1. 2 GOALS FOR TODAY Focus on learners Provide tools for

    creating a workshop • 4 question process for development • Examples of specific tools • Resources for later Give a taste of educational psychology • taxonomy of expertise
  2. 3 MATERIALS FOR TODAY Handout, for notes and exercises • Paper

    copies available in the room • Electronic copy at http://tinyurl.com/VR2016-training-handout Etherpad, for links, sharing and note-taking http://pad.software-carpentry.org/2016-08-ACI-REF-VR If you haven’t yet, think of a subject or theme for a workshop you might want to teach in the future, and write it down.
  3. 6 EXERCISE: YOUR AUDIENCE Who might come to your workshop?

    Write a learner profile, describing that person’s: • Experience • Needs and goals • How your workshop will help them Write your own, then compare with your neighbor. If online, paste into etherpad and look at other submissions
  4. 7 LEARNER EXPERIENCE Novice • Has no “mental model” of material;

    possibly isolated bits of knowledge diagrams from How Learning Works
  5. 8 SIDE NOTE: MENTAL MODELS A ‘big picture’ or framework,

    that can be used to help make sense of or store new information Examples: • Molecules as balls and springs • Shell commands in context of a filesystem • Mathematical functions as assignment from one value (x) to another (y)
  6. 9 LEARNER EXPERIENCE Novice • Has no “mental model” of material;

    possibly isolated bits of knowledge • Doesn’t know what they don’t know. • Computation specific: computers are magical black boxes diagrams from How Learning Works
  7. 10 LEARNER EXPERIENCE Competent Practitioner • Has a “mental model” of

    the subject • Can do most things themselves; able to find help and understand it
  8. 11 LEARNER EXPERIENCE Expert • Master of the domain • Knowledge is

    densely connected with many links between pieces of information
  9. 14 LEARNER EXPERIENCE Novice • Has no “mental model” of material;

    possibly isolated bits of knowledge • Doesn’t know what they don’t know. • Computation specific: computers are magical black boxes • Don’t overwhelm with details! • Give learners a mental model • Need a narrative or tutorial
  10. 15 LEARNER EXPERIENCE Competent Practitioner • Has a “mental model” of

    the subject • Can do most things themselves, able to find help and understand it • Teach more in-depth skills • Make connections between already existing ideas
  11. 16 LEARNER EXPERIENCE Expert • Master of the domain • Has a

    robust “network” of knowledge, with many connections between pieces • Teach very specific, detailed content • Learners can teach each other (be instructors)
  12. 18 THE AXIS OF USEFULNESS How useful is your content?

    And how difficult? time to master usefulness once mastered short long not very very start here! avoid this
  13. 19 LEARNING OBJECTIVES One way to codify your workshop content

    is by writing learning objectives Example: • Learners will be able to draw a diagram describing the 3 stages of a batch job. For more information, see: http://teaching.software-carpentry.org/20-lessons
  14. 21 BEWARE OF BLIND SPOTS If you are an expert,

    chances are you have some sort of expert blind spot. Examples: • Knowing how to log in to a remote computer • Typing quickly or using tab-completion expert blind spot, noun: 1. knowing something so well that it seems easy when it’s not 2. underestimating the time and energy to understand a concept or do a task that seems straightforward and simple Definitions from: http://teaching.colostate.edu/tips/tip.cfm?tipid=181 and http://teaching.software-carpentry.org/08-memory/
  15. 22 GET FEEDBACK Use in-class feedback and assessment Monitor learning

    space Red indicates: “Slow Down!” or “I need help!” Green indicates: “I’m with you” or “I’m done” For quick visual feedback, give each learner two sticky notes that they can put on their computer.
  16. 24 FURTHER READING There are many resources on different active

    learning and teaching techniques. Don’t be afraid to try something new! For the cautious, try one new thing at a time.
  17. 26 DESIGNING AN EVALUATION Think back to your goals and

    objectives when designing the workshop Different areas to measure • Learning (did we learn something?) • Content (was it useful?) • Presentation (was the presentation effective?) • Logistics (was there coffee?)
  18. 27 GENERAL THOUGHTS Less is more Ask for specifics Use

    quantitative and qualitative measures If you have any ideas to add, write them down in the etherpad.
  19. 28 EXERCISE: EVALUATION Please fill out a survey evaluating this

    training session (link is also in the etherpad): http://tinyurl.com/VR2016-training-eval
  20. 30 FURTHER RESOURCES Software and Data Carpentry lessons • http://software- carpentry.org/lessons/

    • http:// www.datacarpentry.org/ lessons/ Instructor training materials • http://teaching.software- carpentry.org/ Books • How Learning Works • Teaching What You Don’t Know • Teach Like a Champion • Small Teaching Blogs • Mark Guzdial - https:// computinged.wordpress. com/
  21. 33 META SLIDES: WHO IS MY AUDIENCE? Created learner profiles

    Assume audience has familiarity with content, but not with lesson design or pedagogy; needs mental model for design as well as some specific tools.
  22. 34 META SLIDES: WHAT DO I TEACH? Focus on learners

    Provide tools for creating a workshop: • Mental model (4 question process) • Examples (profiles, axis, exercises, etc.) • Resources for later Give a taste of educational psychology • taxonomy of expertise • limits of human memory Turned these into learning objectives
  23. 35 META SLIDE: LEARNING OBJECTIVES Use a 4-question roadmap for

    designing workshops Compare learners who are novices, competent practitioners, and experts and give an example of appropriate teaching for each Describe the significance of 7 ± 2 in human memory Define and identify expert blind spot Find teaching resources.
  24. 36 META SLIDES: HOW DO I TEACH? Use handout • Help

    clear short-term memory by giving notes and structure • Facilitates hands-on exercises Hands-on/interactive exercises • Write Learner Profile (think-pair-share) • Plot usefulness of topics • Memory exercise (if time)
  25. 37 META SLIDES: HOW DO I TEACH? Removed slides on

    memory management, because it was too much information for short-term memory. #irony (see the omitted slides, starting at 40) Wasn’t able to use sticky notes. L
  26. 41 EXERCISE: MEMORY Read the following list and try to

    memorize the items in it: cat, apple, ball, tree, square, head, house, door, box, car, king, hammer, milk, fish, book, tape, arrow, flower, key, shoe
  27. 42 EXERCISE: MEMORY Without looking at the list again, write

    down as many words from the list as you can. Compare to people around you. Remote participants can share their list in the etherpad. What words are remembered the most?
  28. 43 HUMAN MEMORY Humans have limited short-term (also called working)

    memory. We can hold about 7 ± 2 items of knowledge in our short-term memory
  29. 44 MANAGING MEMORY • Teach in small chunks, limiting the number

    of ideas introduced at once • Pause (or have exercises) for learners to consolidate the ideas in working memory • Reduce “cognitive load”; any extra ideas that distract from main goal