What is “Gain Time”?
Gain Time is a co-funded Erasmus+ Project, KA2 which is focused on the development and uses of the Flipped methodology in the classroom.
What are the main objectives of “Gain Time”?
- To develop, test and implement an innovative approach for teachers focusing on the strategic use of an open and flexible learning, OERs and a better exploitation of the ICT resources.
- To identify, elaborate and experiment a pedagogic process to improve teachers’ competences.
- To help teachers to revise and strengthen their professional profile and to help them to motivate young people to study, particularly those with low skills and at risk of early school leaving, by developing and using a methodology which focuses mainly on the use of ICT.
- To combine higher levels of excellence and attractiveness with increased opportunities for all the students
How will these objectives be achieved?
They will be achieved by planning and developing a scientific study on creative classes, a manual and an Open Online Course focused on the flipped approach.
This methodology is based on the transformation of traditional classes into Creative Classrooms (CCR), namely innovative learning environments where the potential of ICT in fully embedded, to innovate in the learning process and the teaching practices in formal, non-formal and informal settings and to create OERs.
The outputs of “Gain Time”
- Best Learning Practices for Creative Classroom:
- Introduction to the Creative Classroom
- A grammar of Educational Games
- A Compendium of best practices and games on Creative Classroom
- Master Model to Gain Time in Your Classroom: Flipped Classroom with the following areas
- Creative classes: creativity in class, integrating the use of ICTs and OERs in traditional teaching
- Teacher-innovators: focusing on the specific role that teachers have to play in managing a CCR
- Flipped methodology: analysing its points of strength, weakness, threats and opportunities related to different contexts
- Design of the Flipped lesson: this section will explain the operative steps for implementing the Flipped methodology in traditional teaching, tailoring the lesson according to the time and the technological resources available.
- Development of didactic contents in the Flipped: the section will explain how to develop and to manage a learning object through the SCORM (Shareable Content Object Reference Model).
- Videos on the Flipped methodology: the sixth thematic area will focus on how to create a didactic video (pre-production, production and post-production) and update it in a e-learning platform or in open source channels
- Educational games: explaining in detail how to do a debriefing of the games, focused on the techniques for the management and the moderation of groups
- Digital channels: the eighth thematic area will deepen the potentialities that digital channels offer to teachers and how teachers can take advantage of them in order to participate activel
- Open on-line course
Module 1: The Flipped Methodology
Module 2: Design and development of learning contents for flipped lessons
Module 3: Educational Game
Module 4: Assessment of knowledge
What is Flipped Classroom?
The “Flipped classroom” approach follows a reverse teaching and learning model: learners watch lectures at home and use the classroom time to interact with classmates and teachers, especially through educational games in the classroom.
This approach and methodology will help teachers:
- to strengthen their e-skills and to use practices based on collaborative learning
- to adopt an approach based on learning outcomes also suitable for low skilled learners
- to assimilate a sensitive culture about the value of non-formal and informal learning, giving support to those learners at risk and those who offer less interest in the academic world
- to acquire the tools needed to stimulate creativity and innovation through the learning of a new knowledge to create and manage a Learning Games Lab
Who is the Target group?
The target of Gain Time will be primary and secondary school teachers.