Güvenli bir öğrenme ortamını teşvik etmeye yardımcı olacak 3 yaratıcı rutin

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"Dünya devrim niteliğinde değişimlerden geçiyor, eğitimde de bir devrime ihtiyacımız var." - Yaratıcı Okullar, Ken Robinson

Şubat 2006'da merhum Sir Ken Robinson, TED'de başlıklı bir konuşma yaptı. Bu birkaç yıl önceydi ve o zamandan beri eğitimde zaman durmuş gibi görünüyor.

Yaratıcılık, 21. yüzyılın önemli bir becerisidir. Genç öğrencilerimizin, özellikle teknolojinin bu kadar hızlı ilerlediği günümüzde, ileri eğitimde ve işyerinde başarılı olmak için bundan yararlanmaları gerekiyor.

Peki yaratıcılığı teşvik etmek ve güvenli bir öğrenme ortamı yaratmak için ne yapabiliriz? Sizi, kendi öğrencilerimle birlikte gelişmelerine yardımcı olmak için kullandığım üç aktiviteden geçireceğim.

Açık ve yapılandırılmış hedefler

Sınıfta yaratıcılığı beslemek ve teşvik etmek için, öğrencilere güvenli bir öğrenme ortamı sağlayan açık, iyi yapılandırılmış hedeflere ve rutinlere sahip olmak önemlidir. İşte sınıfınızda deneyebileceğiniz birkaç tanesinin dökümü.

1. Pazartesi etkinliği

Rutininizin bir parçası olarak, her Pazartesi farklı bir şey yapın ve öğrencilerinizin bunun ne olduğunu tahmin etmelerini sağlayın. Örneğin, küpelerinizi değiştirebilir veya yalnızca bir tane takabilirsiniz. Bıyığını tıraş edebilir, şapka takabilir veya daha az belirgin bir şey yapabilirsin.

Öğrenciler de katılmalı, bu yüzden her hafta farklı bir şey yapmalarını sağlayın. Sınıftan bir öğrenci seçin ve herkes o Pazartesi neyin değiştiğini tahmin etsin.

Bu aktivite, öğrencileri sınıftaki her öğrenciye dikkat etmeye ve hafta boyunca onlar hakkında bir şeyler fark etmeye teşvik etmek için tasarlanmıştır. Aynı zamanda, onları yaratıcı olmaya ve işleri nasıl farklı yapacaklarını düşünmeye ve kendi rutinlerini karıştırmaya teşvik edecektir.

2. Cuma günü ekip oluşturma mücadelesi

Her Cuma, sınıfım, kuralları belirlemelerine ve takip etmelerine, birbirlerine saygılı olmalarına ve farklı çevrelerden öğrencilerle çalışmalarına ve oynamalarına yardımcı olan bir takım oluşturma meydan okuma etkinliği oynuyor.

İşte deneyebileceğiniz basit, enerjik bir ekip kurma etkinliği:

  • Öğrencilerin hafta boyunca öğrendikleri tüm yeni kelimeleri söylemelerini sağlayın. Bunu yaparken onları tahtaya yazın.
  • Sınıfı dört veya beş öğrenciden oluşan takımlara ayırın.
  • Onlara her kelimeyi hecelemek için vücutlarını kullanmaları gerektiğini söyleyin (çok fazla kelime varsa, ilk üçünü seçin). Kelimeyi tahtadan silin ve ayağa kalkabileceklerini, uzanabileceklerini ve kollarını ve bacaklarını kullanabileceklerini açıklayın - ancak harflerin şekillerini oluşturmak için birlikte çalışmaları gerekir. Dikte ettiğiniz kelimeyi doğru heceleyen ilk takım bir puan kazanır!

3. "Yaşasın, başarısız oldum" etkinliği

Son aktivite tamamen başarısızlığı kutlamakla ilgilidir. Öğrencileri bir daireye veya çizgiye koyarak başlayın ve her birinin yüksek sesle bir renk söylemesini sağlayın. Birisi bir rengi tekrarlarsa veya cevaplaması beş saniyeden uzun sürerse, ayağa kalkmalı, dans etmeli ve mümkün olduğunca yüksek sesle "yaşasın, başarısız oldum!" diye bağırmalıdır.

İsimler, ülkeler veya daha da iyisi öğrencilerinizin ilgi alanları gibi herhangi bir konuyu seçebilirsiniz. Amaç, sınıfınız için öğrencilerin desteklendiğini hissettikleri ve yanılmanın eğlenceli ve iyi olduğu güvenli bir öğrenme ortamı yaratmaktır. Bu, öğrencilerin yargılanma veya eleştirilme korkusu olmadan derse katılmalarını sağlayacaktır.

Öğrencileriniz gruptaki herkesin önünde dans etme ve 'hurray' yapma konusunda rahat olana kadar deneyin.

Bu aktivite, yaş gruplarına bakılmaksızın (genç, yaşlı, ortaokul) birlikte çalıştığım insan gruplarıyla harika sonuçlar verdi. Katılımcılar, bir katılımcı bunu eğlence için yapmaya başlayana kadar kendilerini aptal veya utangaç hissedebilirler ve ardından grubun geri kalanı yanlış olma konusunda rahat hissetmeye başlayacaktır. Her şeyin yolunda olduğunu anlayacaklar ve egzersiz daha kolay akmaya başlayacak.

Grubunuz daha utangaçsa veya öğrencileriniz daha içe dönükse, hata yapan kişiden aptalca bir şapka takmasını isteyebilirsiniz - bir sonraki kişi başarısız olana kadar.

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    The notion of appropriateness in Sharma and Barrett’s definition is critical as, in the case of a GBL project, it assumes a teacher has a familiarity with both the tech and content accessibility of a selected game. Acquiring that level of familiarity with a game requires a certain amount of time engaging with it to determine its fit for the needs of the learners, an activity which might easily be considered off task when compared to the other demands being made on an educator’s schedule.

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