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Digital tools in the work of a business coach
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Description
- Introduction
- Greeting, introduction of the trainer
- Training objectives
- Regulations
- Familiarization
- Rules of interaction
- Identification of needs and expectations of participants
- Methods, exercises, ways to consolidate the program: Getting acquainted with the digital tool PADLET, discussion on the results of the work.
- Digital tools for group engagement
- Mentimeter
- Kahoot
- Quizizz
- Socrative
- Advantages and disadvantages of using each program
- Methods, exercises, ways to reinforce the program: Digital assignment, mini-lecture, group work on creating questionnaires and tests, feedback.
- Microlearning and Blended Learning
- Principles of creating educational programs in the format of microlearning and blended learning
- Creating and conducting Telegram and VIBER trainings
- Organizing pre- and post-training activities in social networks
- Methods, exercises, ways to consolidate the program: Call-out “What do you know about microlearning?”, mini-lecture, individual work, presentation of individual developments of participants, feedback.
- Introduction of multimedia content into the training program
- Rules of training presentation design
- Creating multimedia presentations using PADLET, PREZI, CANVA, HAIKU DECK, SeeSaw.
- Advantages and disadvantages of using each program
- Methods, exercises, ways to consolidate the program: Group discussion “The importance of multimedia in training”, mini-lecture, work in threes, feedback.
- Working with applications and media libraries in the training program
- Types of applications that help in organizing the learning process: Pick Me! School Bell, Popplet, Stormboard, etc.
- How to use applications useful for participants in the training space.
- Algorithm of implementing media libraries in training: the work of Google Classroom.
At the end of the training participants will be able to:
- Use digital learning tools: mentimeter, padlet, stormboard, etc.
- Create interactive presentations that can be used for group activities and involvement of participants in the training.
- Design training programs using the principles of microlearning and blended learning.
- Create a gamified learning environment where each participant will be maximally involved in the learning process.