Module+2

Module 2

**Devise a Plan**
> **1. Authentic Assessment Activity:** Now that you have determined the topic for your workshop, you can start thinking about the kind of authentic assessment activity you would like to include. **//Begin with the end in mind//** and decide what kind of product you would like your participants to create to demonstrate that they can apply the principles/content/skills they learned in the workshop. > I would like my workshop attendees to put together a presentation that shows how they would teach the Wii Just Dance game, incorporate technology and use math skills. Each group will present different ideas and then they will leave with a diigo group of all the presentation links so they can access all the ideas when they decided to plan and implement for their own classroom. > > **2. Presentation:** Determine what kind of presentation would be most engaging so participants can learn the basic concepts and skills needed to complete the authentic assessment activity.

 There will be a series of presentation that will engage my learners, videos, gaming and interactive media.

> **3. Graphic Organizer:** After you develop a general outline for your workshop, create a graphic organizer to help focus participants’ attention on the key points of your presentation. This organizer will help participants actively engage and focus on key points in the presentation.

> media type="custom" key="9426600" width="300" height="300" > **4. Pre-Training:** When you have an overview of the concepts and skills you are presenting, you may decide that there is a need for pre-training to provide advanced teaching for your participants. Mayer suggests that this can help clarify concepts that may confuse learners and “set the stage” for learning. Pre-training should take place as an activity or introduction prior to the beginning of your presentation. Think of a creative, yet effective way to accomplish this task.  Teachers will get pre-trained on how to use the Wii and the game Just Dance. The workshop will have a 3-1 workshop attendee to Wii ratio, this will give the attendees ample opportunities to engage and learn how to use this technology. Their first encounter will take place during the ice breaker and this will help them get acquainted with the Wii from the student's prospective.