ADASH Instructional Strategies-Pilot Phase

PROJECT BASED LEARNING-The big payoff for PBL, as its advocates refer to it, comes when engaged students learn not only the curricula and the concepts involved in a subject, but also learn how to organise and present their thoughts, how to manage a complex project in a limited amount of time, and how to collaborate with members of a group. Sound familiar? That’s because as an educated working adult you do these things all the time. For the next generation, these skills are only going to get more important.


An old adage states: "Tell me and I forget, show me and I remember, involve me and I understand." The last part of this statement is the essence of inquiry-based learning, says author Joe Exline .

Inquiry implies involvement that leads to understanding. Furthermore, involvement in learning implies possessing skills and attitudes that permit you to seek resolutions to questions and issues while you construct new knowledge.Unfortunately, our traditional educational system has worked in a way that discourages the natural process of inquiry. Students become less prone to ask questions as they move through the grade levels. In traditional schools, students learn not to ask too many questions, instead to listen and repeat the expected answers.


Many experts believe that success in the twenty-first century depends on education that treats higher order skills, like the ability to think, solve complex problems or interact critically through language and media.

Games naturally support this form of education. They are designed to create a compelling complex problem space or world, which players come to understand through self-directed exploration. They are scaffolded to deliver just-in-time learning and to use data to help players understand how they are doing, what they need to work on and where to go next. Games create a compelling need to know, a need to ask, examine, assimilate and master certain skills and content areas.
PASSION BASED LEARNING- I think one of the things we’ve done is we’ve trained the passion out of our students from the second grade up. I think kindergarteners and first graders and some second graders still have it, but after that, forget it. It’s gone. Another way you might want to describe it is a “sense of wonderment.” Really looking at the world with wonder and bringing a sense of wonder to certain things that we just want to learn everything about. it’s going to be a different way of thinking when I put the learner first. Instead of me having all these preconceived ideas of what they should doing, saying and producing, I have to be open to what I find in each student. I have to discover – and help each student discover – their talents and interests and create a learning environment where they can use those gifts and passions to learn from a position of strength.(Sheryl Nussbaum-Beach)

TECHNOLOGY INTEGRATION-Integrating technology into classroom instruction means more than teaching basic computer skills and software programs in a separate computer class. Effective tech integration must happen across the curriculum in ways that research shows deepen and enhance the learning process. In particular, it must support four key components of learning: active engagement, participation in groups, frequent interaction and feedback, and connection to real-world experts. Effective technology integration is achieved when the use of technology is routine and transparent and when technology supports curricular goals.

S.T.E.A.M(science ,technology,engineering,arts & maths)-Let’s consider how STEAM effects what is closest and dearest to us—our children. STEAM is their future—the technological age in which they live, their best career options, and their key to wise decisions.
In the 21st century, scientific,artistic and technological innovations have become increasingly important as we face the benefits and challenges of both globalisation and a knowledge-based economy. To succeed in this new information-based and highly technological society, students need to develop their capabilities in STEAM to levels much beyond what was considered acceptable in the past.” (National Science Foundation)

Technology is pervasive in almost every aspect of daily life, and as the workplace changes, STEAM knowledge and skills grow in importance for a variety of workers (not just for mathematicians and scientists).Educating students in STEAM subjects (if taught correctly) prepares students for life, regardless of the profession they choose to follow. 

SOCIAL/EMOTIONAL LEARNING-SEL can teach children and young people the competencies and skills they need to effectively manage their emotions, behaviour and relationships with others.Social and emotional learning (SEL) is the process through which children and adults acquire and effectively apply the knowledge, attitudes and skills necessary to understand and manage emotions, set and achieve positive goals, feel and show empathy for others, establish and maintain positive relationships, and make responsible decisions.(CASEL)


Digital Citizenship is having the knowledge, skills and attitudes needed to demonstrate responsible and respectful behaviour when using technology or participating in digital environments. It goes beyond e-mail etiquette and avoiding plagiarism to encompass all elements of digital engagement, including how to find and evaluate information, respecting copyright, protecting private information, staying safe online, and knowing how to deal with potential cyber-bullying (technology for learning).

As the Internet becomes an increasingly important part of all of our lives, children are spending more time online as well. And they are doing this largely without any guidance about what is responsible or appropriate online.(darren kuropatwa)

N.B other programs within ADASH not outlined on this page would be made available to parents/guardians of enrolled participants.


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