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For parents, educators and youth workers

This part of the Academy is for the people around the learner: parents, carers, teachers, trainers, youth workers and volunteers. The lessons are written for the young person. These pages explain what is behind each lesson and how to help without taking the task over.

Seven rules that carry the whole programme

  1. Talk to the young person, not about them.
  2. Wait. Give time to think and to answer.
  3. Help only as much as is needed, and a little less each time.
  4. Praise the effort, not only the result.
  5. Let the young person choose whenever you can.
  6. Make mistakes safe. A mistake is a step in learning.
  7. Treat young people as teenagers and adults, not as small children.

The five steps of a lesson, and what you do

Every lesson has the same five steps in the same order, so the young person always knows what comes next. Your part changes at each step.

  1. Story

    Look at the six pictures together. Let the young person say what they see and guess what happens next. Ani and Emre always make a mistake first, so nobody has to be perfect.

  2. Learn

    One idea per screen. If the young person does not read, read it aloud together or use the Listen button. Stop after each idea and connect it to something from their own life.

  3. Play

    Let them try before you help. If they get stuck, point instead of telling, and ask instead of pointing. Nothing in the games is timed.

  4. Check

    Five questions, no time limit, no minus points. A wrong answer gives a hint and a new try. Resist answering for them; the hint is usually enough.

  5. Try it!

    This one happens away from the screen, in a real place. It is where the lesson becomes a skill. Agree when and where it will happen before you close the lesson.

The two levels

Every unit can be used at two levels. At "With help" the quiz gives two answers instead of three, and the games are shorter: fewer cards to put in order, fewer cards to sort, four pairs instead of six, two choices instead of three. At "On my own" the unit is whole. The story and what is taught never change, so a young person at "With help" learns the same things. You set the level on the page of each module, and it holds for every lesson on that device. Start where the young person can succeed and move up when they are ready.

Notes for each lesson

For every lesson there is a short background and five things that help. Choose a module.

The methods behind the lessons

You do not need to be an expert in any of these. Knowing the main idea of each one makes the programme easier to use.

Three ways to use the programme

About 60% of the learning time should be hands-on: at home, in a group, in the community, in sport, at work. The Academy is the other 40%. Digital learning supports real experience; it does not replace it.

A group session of 60 to 90 minutes

This is the shape of a session that works. The times are a guide, not a rule.

  • 5 minWelcome circle. Everyone says their name and how they feel today.
  • 10 minPicture story, shown picture by picture. The group says what they see and guesses what happens next.
  • 15 minLearn. The key ideas with pictures, real objects and demonstrations.
  • 5 minMove! break.
  • 20 minCard game or role play, in small mixed groups.
  • 5 minQuiz together, on the screen or with cards.
  • 5 minTry it! The trainer explains the real-life challenge and hands out the challenge cards.
  • 5 minClosing circle. "Today I learned…", stars, applause.

In which order

The modules can be used in any order, but Module 1 builds the everyday skills, Module 2 builds communication and safety, and Module 3 uses both of them in the community and at work. Inside a module, the units build on each other and should be used in order.

The full programme

These pages are a summary. The complete Special Adapted Educational Program, with the printable card decks, the board game and the progress checklists, is on the Outputs page of the project website.

Outputs