All Skills Workshops held at Makers Academy.
Whole-cohort activities that take 1 - 1.5 hours. Each trains a specific skill, while addressing certain concepts along the way.
Instructions for running any Skills Workshop are available as INSTRUCTIONS.md
in each workshop directory. Skills Workshops are split into three parts: a Starter, Main, and Plenary.
In the Starter, the coach:
- Introduces the headline of the workshop, tying to previous workshops if possible
- Assesses how confident the cohort feels in each of the three upcoming Learning Objectives for the workshop
- Demonstrates whatever is required to get to the Main.
Starters generally last for 15 - 20 minutes.
- Facilitate where possible. That is; don't just talk, constantly ask questions of the cohort to help you demo code/processes.
- Feel free to make mistakes and ask students to prompt you to move forward.
- An easy way to check student confidence in a Learning Objective is to ask them to give you 'thumbs': 100% up means 'I can definitely do that', 100% down means 'no idea what that means', and somewhere in the middle is 'maybe'.
- Keep it really tight. Give students enough, but a Starter is not a lecture.
In the Main, students work on an extended activity. Instructions for students are found in the README.md
of each workshop.
In the Main, the coach:
- Sets a time limit for students to regather for the Plenary.
- Checks with students to motivate them to solve problems, but doesn't solve them.
- Ensures effective pairing is happening.
Mains generally last for 30 - 45 minutes.
- Students forget when they started a task. So it's better to say 'regather at 11' than to say 'you have half an hour'
- If students are regularly running over time, set a big, noticeable timer on-screen. Google has one.
- Few students complete the Main activity. This is intended and good: students should always feel under 'time pressure' during a Main.
In the Plenary, students demonstrate their solutions to the Main activity. The coach:
- Facilitates discussion and points out key areas for improvement. Ideally, these key areas are linked to the week's outcomes.
- Returns to the Learning Objectives and re-assesses cohort confidence.
- OPTIONAL Gathers feedback on the workshop.
Plenaries generally last for 15 - 25 minutes.
- Reiterate things. It's generally better to pick out one key problem three times than three problems once.
- Use a randomiser to randomly choose who demos their code: otherwise, only the most confident people in the cohort will volunteer. Using a randomiser ensures the heat is off you as a coach.
- Point out to students that their confidence in these topics has risen, and that this is the key point of the workshop.
- One effective way to encourage learner reflection is to give students post-it notes on the way out of the workshop, and to write 1 - 3 things they picked up from this workshop on it. They can stick it on the door on the way out and you can get a sense of how the workshop went.
When adding workshops, please follow the existing structures so everything stays lovely and consistent:
- Workshops have a Starter, Main, and Plenary
- Instructions for delivering the Workshop are in an
INSTRUCTIONS.md
- Student guidance for the Main activity are in a
README.md
- The
plenary
branch exclusively contains material relevant to running the Plenary (i.e. usually a model completed Main) - Workshops are named
skill_<number>
where<number>
indicates the order the workshop should be given in the sequence of similar workshops