Teaching Kit

2 Days of Teaching Appmaking

This kit is designed to be run over two six hour days. The main objective is to help people learn how to teach appmaking in participatory ways and train them on using open tools like Webmaker's Appmaker.

Made by Laura with thanks to Jess and Kat.

Description

During the first day of training we will dive into storytelling and creativity through the lens of mobile appmaking. We'll use participatory methods to critically examine our teaching strategies while developing apps and ideas for appmaking. We will learn about openness and collaboration by being open and collaborative. Then we will reflect on what we've accomplished in a single day.

On the second day of training, we'll become pros at using Appmaker and working together to formulate ideas. We'll talk about pedagogy and experiential learning throughout the day and spend time reflecting on our practice.

Day One

  1. Introductions & Documenting this Training (20 mins)
  2. Exploring Pedagogy Spectrogram (15 mins)
  3. Setting Learner Centric Objectives (30 mins)
  4. Setting Context: Mozilla & Webmaker (15 mins)

    To focus these 15 minutes more on the idea of open, try this longer presentation. You can also find variations used in #TeachTheWeb work in this Github repo.

  5. Break (15 mins)
  6. Creating a script shell (15 mins)
  7. Making a Decision Tree (15 mins)
  8. Design Tree: Appmaker Intro (15 mins)
  9. Remixing with Appmaker (1 hour)

    Choose your own adventure storymaking. Use your group's script shell to form the basis of a new app. You can remix this or start from scratch.

  10. Share Outs (15 mins)
  11. Lunch (45 mins)
  12. Tag Tag Revolution (15 mins)
  13. Introduction to Webmaker tools (45 mins)

    Distribute phones with the Webmaker App on them, and laptops as needed. Lead a tool demo of the following tools, with specific examples which display how each tool can be used from an entrepreneurial perspective:

    1) XRay Goggles
    2) Thimble [My Book Cover]
    3) Webmaker App
    4) Webmaker community + resources
    5) Webmaker teaching kits

    Give teams time to explore Webmaker.org and the Webmaker app on their own, while writing down "Things we like" and "Things we don't understand/dislike" on Post Its. Direct a group discussion that answers all necessary questions. Goal is for everyone to feel comfortable with each of the tools by the end of this hour.

  14. Closing circle (30 mins)
    • How can you reuse some of the things we did today in your own contexts?
    • What was the biggest lesson for you today?

Day 2

  1. A Strong Wind Blows for Participatory Learning! (20 mins)
  2. Opening Circle (20 mins)

    Reviewing your learning objectives, and have people move post its of things they've learned. Talk about how people are feeling since yesterday. What do we need to focus on today?

  3. Make some Trivia (1 hour)

    Break participants into working groups and ask them to collaboratively remix this app

  4. Firestarter (30 mins)
  5. Break (15 mins)
  6. Mobile App Brainstorming (30 mins)

    This exercise will help each group of participants think about appmaking as part of designing solutions.

  7. Lunch (45 mins)
  8. Evolution for Geeks (15 mins)
  9. Paper Prototyping Mobile Apps (1 hour)
  10. Remix the Brick (40 mins)
  11. Test. Iterate. Rinse. Repeat (30 mins)
  12. Closing Circle and Reflecting on Facilitation (30 mins)

Assessment and review

  • Discussion questions: How will we take our learning forward? What does it mean to run a participatory program? Why is it advisable to focus on the learner's interests? Why is it ok to fail? How can you get in touch with the Mozilla community? Where should you go for help?
  • Peer Assessment: Look at one another's work and give each other constructive feedback. Hold each other accountable for participation, and encourage open discussion with one another.
  • Sharing. If you use twitter, use the #TeachTheWeb hashtag to share what you're making and doing. Otherwise, post and respond in Discourse.