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A hands-on activity that starts at the beginning of class/sem and has a physical end-product / improvement to their overall project at the end of every class.

The group that has the best, most relevant to the topic of the day, Prototype/end product

will get a relevant prize like a Grab voucher or free food.

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In order to create excitement and interest for classes, we suggest to incorporate more hands-on activity which can be worked on throughout the semester. The initial stages would include the brainstorming and generation of the product, which would lead to creating the physical product, adding improvements every week. With the weekly additions based on the topic for the week, individual groups which best showcases and reflect the day’s learning would stand a chance to win prizes such as food vouchers at the end of the lesson.

This would not only include hands-on activity, storytelling of lessons to ensure the students return as well as gamification to capture interest of students.

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Student enters class full of strangers and makes friends with people ard him

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The lecturer explains.

The idea is to create a prototype over the next 6 weeks (not your graded assignment) to hlep you undertstasnd the topic that was tought for that specific week

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Our student showcases what he has created thus far, which is not much, but it helped our student in question understand the topic that was taught during that lesson much better.

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The student goes up to the lecturer with excitement in his eyes to make his "product" perfect and has a very clear understanding of what he has done.

the lectuerer gives him some feedback on how to make things better and ask him to refer to certain parts of the sliudes to gain a better understanding

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NEXT STEP : PAIR UP WITH THE TEAM NEXT TO YOU. EACH TEAM PRESENT TO EACH OTHER. 

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NEXT STEP : PAIR UP WITH THE TEAM NEXT TO YOU. EACH TEAM PRESENT TO EACH OTHER. 