#Tips4Sakai is a workshop designed to expand on the many different ways that people might respond to and use Sakai. #Tips4Sakai is intended to help participants understand how Sakai could add value to technology enabled learning (TEL). The activities in the workshop offer a hands-on experience of Sakai. Participants can expect to learn how this learning management system (LMS) can be used to compliment and enhance teaching and learning.

By the end of the workshop, you’ll be able to:

  • Know how to make more effective use of tools and technologies available on Sakai.
  • Understand how Sakai and other technologies can enhance course administration, communication and
  • Identify the benefits and challenges associated with using Sakai
  • Discuss how certain practices/pedagogies could improve the online learning experience.
  • Design a mini course which will make best use of the Sakai.
  • Confidently approach Sakai with an all round perspective.

Participants will leave the workshop equipped with a range of #Tips4Sakai

The #Tips4Sakai booklet is licensed under a Creative Commons By Attribution License.

Bingo 2.0

Bingo - 2.0

“Bingo 2.0” is a great icebreaker activity

You’ve probably heard about the game Bingo. It’s a popular game of chance. The format is simple. A host hands out a set of printed cards, each with a square grid. Every card has random numbers printed in each square of the grid. The host then draws a number from a hat, announces it to all playing participants and if players have a corresponding number on their own grid, they mark off that matching square. This process is repeated until one lucky participant has completed a row (vertical, horizontal or diagonal) of squares on their card. With their clutch of lined random numbers, they then shout BINGO.

I’ve taken the Bingo format, and updated it for the web. I’ve removed “chance” from the game and replaced it with a grid of skills. Each participant receives the same bingo card that contains a grid of instructions or tasks. Participants read the various tasks on their cards and select certain which ones to complete. As in Bingo 1.0, the aim is for participants to fill up a line of marked tasks on their own grid. Once the skilled and quick participant has filled their row of squares on their bingo cards, they then shout BINGO.

Here are a selection of Bingo 2.0 cards that I have created.

  • Digital Footprint Bingo – intended to encourage participants to explore each other’s online presence. Good for digital literacies.
  • LMS Bingo – intended for students to show each other what they can do on the LMS. A more active way to orientate students to the LMS
  • Mobile Bingo – intended for participants who own smartphones, but are not aware of all its functionalities. Good for mobile or BYOD focused events.

These “Bingo 2.0” style activities make good workshop ice-breakers. They encourage participants to get out their huddles or comfortable zones, mingle and explore a topic that will be covered and offer the workshop facilitator informal feedback about the skills levels of participants.

You are most welcome to use them, improve and adapt them. I’d be interested to hear about how well they worked.