Curriculum
- 9 Sections
- 38 Lessons
- 10 Weeks
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- Induction7
- Module 1 - Digital Technology in Teaching and LearningDuration: 2 weeks Virtual Sessions: 2 Learning Outcomes By the end of this module, participants will be able to: Analyze how locally available digital technologies support existing or enable new learning activities. Explore how digital technologies can be used within their own teaching practice to enhance instruction and promote learning. Evaluate the effectiveness of a range of digital tools in supporting teaching and learning.12
- 2.1Videos
- 2.2Week1 – Reading 1
- 2.3Week1 – Reading 2
- 2.4Week1 – Task 17 Days
- 2.5Module 1 – session 1 recording
- 2.6Week 2: Reading material
- 2.7Week 2: TPACK video
- 2.8Week 2: Digital tools – video 1
- 2.9Week 2: Digital tools tutorials
- 2.10Week 2: Campus 51 – Tutorials for educators
- 2.11Module 1 – Task 2: Clinical Practice – Technology Integration in the 5E Lesson7 Days
- 2.12Module 1 – session 2 recording
- Module 2 – Using Technology to Make Learning Accessible2
- Module 3- Organising Learning With Blended Learning7
- Module 4 - Gamification in LearningGamification in Learning is designed to help teachers understand how game principles can be strategically integrated into the learning environment to increase motivation, persistence, and engagement. This module is delivered over two sessions and provides a clear distinction between Gamification and Game-Based Learning, grounding the content in key motivational theories and practical classroom applications. Through interactive activities, examples, and design tasks, teachers will explore the essential elements of gamification, the psychology behind why it works, and how to design meaningful, curriculum-aligned learning experiences that support student growth and resilience.9
- Module 5 - AI Literacy2
- Tracking your progress1
- Module 6 - STEM and simulation5
- Module 7 - Visible Thinking3
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