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- Disruptive students
- Awkward and difficult moments
- Huge amounts of stress for practitioners
- Disengaged cohorts and difficult behaviours from students
- Weak rapport between classmates and sense of community

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- Different approaches to different classes is necessary
- Read the room and adapt it to the needs of each cohort
- Catering how we present to different student cohorts

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- Seeing increased levels of engagement as they settled in to the sessions
- Talking one on one with students
- Having fun with students in the scenario based activities
- Having other team members present

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- What are the key learning outcomes for each workshop
- Having learning outcome for each

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- Missing embodiment and ground them in an embodied experience

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- Focussing on quality rather than quantity of content increases engagement and key takeaways
- VM and other streams should be approached as different demographics

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- Working in a team with other people for the initial delivery
- Having others allowed for more attention to individual tables without having to move around to all tables
- Group activities focussed on application
- Contextualisation of why particular concepts were being brought up
- Contextualising that they can decide what they take away

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- A. full run through with all facilitators and dry run would have ensured more effective initial delivery

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- Students were disengaged on the Tuesday sessions
- They walked in disengaged
- Teachers wouldn't really step in too much
- Content would have been better delivered with higher engagement

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- Confidence and competence comes from repetition and improving/practice
- Starting off a bit shaky with workshops is okay, as competence would come with more repetitions

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- Connecting with students invidually through the one on one engagements during the group discussions

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- More engagement from students
- Hoped students were more onboard

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- Sessions reinforced that every class was different
- Time of day would lead to differences
- Things that troubled students were not the same as that was anticipated by the dev team

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- General awkwardness
- Acting game
- Students didn't grasp activity
- Half - hearted attempt at the activity

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- Having other presenters. Can bounce off each other