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Digital breakout rooms are an effective strategy to engage students in the learning process, provide alternatives to traditional assessments, and give teachers opportunities to move from 'sage on the stage' to 'coach mode' in the classroom. Participants will briefly explore the history and design concepts behind breakout rooms before moving into creating their own innovative breakout room by participating in a breakout room.
Effect professional development provides opportunities not only for exposure to new and effective models for learning but also to provide educators with the opportunity to create within the new model using their content area and with a guide through the process. Throughout this session, participants will explore and solve several varieties of digital breakout rooms using a variety of tools, but most centrally Google Workspaces for Edu. As participants explore and solve these breakout rooms they will create a digital breakout experience for their content area and students under the guidance of the presentation team.
This session will effectively provide attendees the opportunity to not only explore digital breakout rooms, a teaching tool that they may not have prior exposure to, while also creating a breakout room for their classrooms.
Within a 90-minute Deep Dive Creation Lab, the presentation would encompass:
5 min - Welcome/Introductions to the presentation team (Emma, Kelli, and Matt)
10 min - What is a breakout room? Explore the learning model and how to create an effective learning experience using the model including in a completely digital space.
10 min - Introduction to the digital breakout tools and experience for today's session. This will include time for groups to be formed and for participants to develop a specific topic for their presentations.
40 min - Time for participants to play through three different digital breakout experiences while also developing their own experience for their learners. During this time all three presenters will be available for coaching, problem-solving, and discussion with participants.
15 min - Discussion about specific parts of the digital breakouts and how we created them for the presentation and how we use them with our students on a daily basis.
10 min - Q&A / Tips & Tricks / Closing Remarks
“7 Tips for Breakout Room Success.” Edutopia, George Lucas Educational Foundation, 9 Feb. 2021, www.edutopia.org/article/7-tips-breakout-room-success.
“A Better Breakout Room Experience for Students.” Edutopia, George Lucas Educational Foundation, 1 Mar. 2021, www.edutopia.org/article/better-breakout-room-experience-students.
Ahshan, Razzaqul. “A Framework of Implementing Strategies for Active Student Engagement in Remote/Online Teaching and Learning during the COVID-19 Pandemic.” Education Sciences, vol. 11, Jan. 2021. MDPI AG. Klybeckstrasse 64, 4057 Basel, Switzerland. e-mail: education@mdpi.com; e-mail: indexing@mdpi.com; Web site: https://www.mdpi.com/journal/education, EBSCOhost, search.ebscohost.com/login.aspx?direct=true&db=eric&AN=EJ1314736.
Lieberman, Mark. “Will Competency-Based Learning Now Take Off?” Education Week, vol. 40, no. 12, Nov. 2020, pp. 14–17. EBSCOhost, search.ebscohost.com/login.aspx?direct=true&db=aph&AN=146839388.
Romero-Ivanova, Christina, et al. “Digital Practices &Amp; Applications in a Covid-19 Culture.” Higher Education Studies, vol. 10, no. 3, July 2020, p. 80. Crossref, https://doi.org/10.5539/hes.v10n3p80.
“Team-Building Activities to Help Students Reconnect in the Classroom.” Edutopia, George Lucas Educational Foundation, 26 July 2021, www.edutopia.org/article/team-building-activities-help-students-reconnect-classroom.
“Using Digital Escape Rooms to Make Learning Fun.” Edutopia, George Lucas Educational Foundation, 25 Apr. 2022, www.edutopia.org/article/using-digital-escape-rooms-make-learning-fun.