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Course III.6 Business Pitch

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This section is dedicated to explaining the potential innovative learning methodologies that can be used in the business pitch content course when the teacher takes the course to the classroom.

The objective of this course is that students develop a specific project working in teams:a business pitch presentation taking into account different points of a business: added value, team, incomings, business opportunity…and how to use different multimedia tools to introduce the presentation. But not only is technical training offered, but also training in culture, IP, business and soft skills (see Chapter 12), so an integral formation in the orange economy sector is offered to students. Additionally, working in teams through the project encourage collaborative learning: responsible and team autonomous work, increased respect and tolerance, personal growth, improvement of communication skills, internalization of academic knowledge, greater control of the student in the learning process, teamwork, interest, and motivation, improvement of self-esteem, development of intellectual and professional skills and efficient use of resources.

Most of the materials prepared for teachers (T2L) can be used by students (T2T). Teachers can propose students to work on these materials at home before the class. In this way, the time in the class can be used to answer queries about the work made at home or to go deeper into the topic. This methodology promotes students’ active involvement. Moreover, it offers a chance to focus class time on the higher forms of cognitive work (application, analysis, synthesis, and evaluation). As described by Bloom’s revised taxonomy, by engaging students in complex tasks with the support of the teacher and the involvement of the group of peers. Chapter 5 specifies the activities that can be proposed using this methodology. More information about this methodology can be found in (Bergmann & Sams, 2012).

This course combines online educational materials (such as T2L videos ) and traditional place-based classroom methods. Face-to-face classroom practices are combined with computer-mediated activities that students are assigned to do at home (some T2T activities). This methodology allows students to work on their own with new concepts, while teachers can support individually students who need special or customized attention.

Teachers can introduce gamification in the course to increase participants’ engagement. Students can get points by doing the proposed activities (T2L and S2P). The teacher assigns points to each team (or to each student if the teacher considers necessary that some task is done individually) after assessing each activity and makes the ranking visible. At the end of the course, teacher assigns points to each multimedia created and students assign points to the multimedia created by their peers.

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