Module 1 - Assessment

Facilitator develops own creative teaching activities and encourages creative and engaging learning of students in the digital environment. Has the knowledge and skills to design and deliver the creative teaching/learning content from an idea to an actual implementation while following goals, needs, context… Knows how to do analysis and clarification of goals, context, needs… before finding creative solutions and how to instruct and encourage the students to do it by using different questions, tools, and techniques. Uses for its own purposes and instructs and encourages students to use creative thinking methods to produce new ideas, connect and integrate existing ideas/concepts and to refine ideas. Knows how to display concept maps and idea presentations attractively and creatively. Can create own and supporting students’ creation of effective prototypes/idea implementations.

We kindly ask you to assess the identified 6 key competencies with using the 5-point rating self-assessment scale:

    • 0: Undeveloped (I do not have a developed element of competence; I am not trained)
    • 1: Basic (I have developed the element of competence below on satisfactory level; I am not qualified to perform independently)
    • 2: Satisfying (I have developed the element of competence satisfactorily, while improvements are still possible; I can implement independently, complications are possible only in unusual situations)
    • 3: Optimally (I have the element of competence optimally developed, as I perform independently even in unusual situations; I work at the level of automaticity)
    • 4: Perfect (I have fully developed the element of competence; I am an example to others when implementing, I can transfer knowledge to them)

MM1.1: Use different tools to foster teacher and students’ creativity in the online classroom to create a stimulating climate.

MM1.2: Be able to explain the difference between game-based learning and gamification and enumerate the characteristics of gamification.

MM1.3: Present and describe how to navigate Genially, use its templates in terms of gamification.

MM1.4: Use concept maps.

MM1.5: Be able to use Miro for the creation of concept maps and to collaborate with others on concept maps with the use of the tool.

MM1.6: Expand one’s knowledge of icebreaking activities and tools that one can choose for online as well as blended learning with the purpose of gaining confidence and getting to know other people in the group.

MM1.7: Know how to use basic Canva functions (fonts and palette).

MM1.8: Know how to add photos, to add stickers, add QR codes, and to add videos in Canva.

MM1.9: Be able to present Scratch and its functions to the students.

MM1.10: Familiar with a tool for creative writing to boost one’s creative thinking and its importance.

Skip to content