Teaching
Summary
Aalto RSE spends a significant amount of time teaching, because that’s a good way to help the widest number of people. It also helps to bring projects into us. When we see something that is taking up a lot of our support time, we can add it to our courses to save time long-term.
Teaching isn’t just being in front of people and talking, but there are very many parts to our collaborative teaching: co-teaching, collaborative notes, livestream broadcasting, lesson development, organizing courses, and more.
Main challenges/pitfalls
Getting use to the CodeRefinery teaching style (though once you are used to it, it’s actually less work)
Managing time for lesson maintenance and development.
Teaching with the mindset of a learner (and what thy need to know), not trying to teach them to be like you, an experienced RSE.
Expectations / checklists
Take part in the Instructor kickstart program.
Optionally, take part in CodeRefinery “train the trainer”
Begin by co-teaching working lessons with experienced instructors. Do this 1-2 times.
Prepare before teaching: Teaching plan and Lesson review checklist.
Set up you computer for teaching following all the best practices (in addition to all the other things you learn during the instructor kickstart).
Take on the role of primary instructor during workshops.
There are other things you can do as well:
Broadcasting
Video editing
Course organizing
Major lesson development
etc.
External materials
Demo of livestream teaching (read the video description) by rkdarst
Motivation to CodeRefinery instructor training by rkdarst (includes ideas for teaching). (readable transcript)
Other
Course arrangement
Teaching philosophy
Training program: materials
Exercises
Teaching-1: Explain a game
Purpose: have some fun while practicing rigorously explaining new concepts to a group (and also practicing evaluating how well the explanations went and giving recommendations to a colleague). We use these lessons in our teaching.
Preparation: Watch or (read) the “Motivation to CodeRefinery instructor training” (teaching tech vs teaching games) material
The task:
Choose board games and divide into groups appropriate for the games. In each group, there should be ~1-2 people who knows the game, and it’s new to the rest (this is flexible)
The 1-2 teachers make a teaching plan in accordance with the lessons in the info. (you don’t have to teach the whole game, or do a complete play-through.) Treat it is our SciComp teaching: not the full picture, but enough to get someone interested and get started. (If there’s a schedule, it may give you an idea of how many minutes you have to teach.)
Teach others the game. The learners pay close attention to the way the game is being taught (perhaps taking notes; without interrupting the teaching too much). You can use this exercise sheet that lists the points from the material to assist in note-taking.
Special notes:
Manage time well and decide the proper level of detail. Don’t get stuck on small things.
When time is up, everyone discusses how the explanation went:
What went well and didn’t go well?
How would you improve it next time?
Also use the opportunity to practice constructive criticism - find a way to say what you think nicely but directly, even if it’s not comfortable.
Teaching-2: Practice a course intro
Take one of the lessons we teach (or something new) and a partner (for team teaching), and give a 3-5 minute intro of the lesson to your group. Pretend that you are livestream teaching to a broad audience.
Others: give feedback and discuss.