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Exercises/Relationship Mapping/Learner-Led App
Collaborative Story Building ยท Relationship Mapping

Learner-Led App

Small groups select an online tool to build a short review activity on recent material, then facilitate their mini-exercise for peers.

40 minutesTIME
6 to 24 peopleGROUP SIZE
In person, Remote, HybridSETTING
5 materialsMATERIALS
Planning pillar: Network Design UWT groups this relationship mapping activity under Network Design in its Gathering Effectiveness planning framework.

Choose this exercise

Purpose: Reinforce and test understanding of workshop concepts by having participants design and lead an interactive digital check for understanding.

Use it when: Use during a training review or synthesis session when participants have learned specific concepts and can test one another.

Skip it when: Skip when participants lack internet-connected devices, when web access is restricted, or when material is entirely new.

Group arrangement: Teams of 3 to 4 participants. Groups above 12 run peer delivery in two parallel breakout tracks.

Timing: UWT suggested baseline. The source document lists no explicit duration.

Materials and tools

Before participants arrive

  1. Select 2 or 3 free digital tools that require no user account creation for players.
  2. Display the list of review topics or module concepts on a shared slide or board where teams can add their names.
  3. Set up a shared text document or chat thread where groups can paste activity links.

Say this to open

You are stepping into the facilitator role. In small teams, you will turn one concept from our recent session into a quick three-minute interactive exercise using an online tool, then run it for your peers.

How to run it

  1. Brief assignment and claim topics 5 minutes

    Display the topic list. Give the opening script. Explain the goal: build a mini-activity testing one course concept that takes 3 minutes or less to play. Show one neutral example: a two-question multiple-choice poll distinguishing two related terms. Divide the room into teams of 3 or 4. Each team claims one topic on the list by writing their team name next to it or calling it out, ensuring no duplicate topics.

  2. Build mini-activity in teams 15 minutes

    Teams move to breakouts or table clusters. They pick a tool from the recommended list, write two or three questions or tasks, and test their participant link. Once verified, teams paste their join link into the shared document or room chat.

  3. Facilitate peer activity rounds 15 minutes

    For groups of 12 or fewer (up to 4 teams), call teams in the main room. For 13 to 24 participants (5 to 6 teams), split into two parallel breakout rooms with up to 3 teams each. Each team gets 3 minutes to share their screen, drop their link in chat, brief players, and run the exercise.

  4. Debrief design and content insights 5 minutes

    Reconvene the whole room. Ask the debrief questions. Take 2 or 3 volunteer observations on what the design process revealed about the subject matter.

Debrief questions

Finished output: A set of peer-built digital interactive mini-activities and shared links reviewing core course concepts.

Remote

Run in video meeting software with breakout rooms. Teams draft activities online, share participant links via meeting chat, and share screens while guiding the room. For 5 or 6 teams, split delivery across two breakout rooms so all groups present within 15 minutes.

Hybrid

Form teams containing both in-person and remote participants or keep cohorts aligned by location. In-person members must use a laptop to co-edit in the digital tool. When running activities, share the screen to the video call and in-room projector simultaneously so everyone plays together.

Access and participation choices

If the session gets stuck

A team spends too much time selecting or configuring an app and has no questions written.
Provide pre-tested no-login tools directly, or hand the team a prepared slide template to populate.
A team exceeds their allotted time while facilitating their activity.
Enforce a visible 3-minute timer per team and give a verbal 30-second warning before closing the round.

Terms used here

Live facilitator

Run this exercise live

The facilitator console stays in this browser. Its QR handoff is a short-lived participant snapshot containing only public exercise instructions, phase, prompt, and timer state.

Run this with your AI assistant +

Works with Claude, ChatGPT, Gemini, or your own local model: paste this prompt and your AI will co-facilitate this exercise with you.

Help me prepare and run the exercise below. First ask for my participant count, time, setting, access needs and intended result. Check these against the stated limits. Use the supplied rules and materials. Explain any proposed changes before using them, and label them as adaptations. Do not invent source claims or require personal disclosure. Give me one step at a time when I say start. I manage the people, physical activity and clock; do not claim to observe the room. Ask me what happened before choosing a next step.

Reference revision: 99ed5a601de582eb4ed1da919947209b3dcdb0c20b859118c178239ecc43dd94

# Learner-Led App

Small groups select an online tool to build a short review activity on recent material, then facilitate their mini-exercise for peers.

**Time:** 40 minutes. UWT suggested baseline. The source document lists no explicit duration.
**People:** 6 to 24. Teams of 3 to 4 participants. Groups above 12 run peer delivery in two parallel breakout tracks.

## Choose this exercise

**Purpose:** Reinforce and test understanding of workshop concepts by having participants design and lead an interactive digital check for understanding.
**Use it when:** Use during a training review or synthesis session when participants have learned specific concepts and can test one another.
**Skip it when:** Skip when participants lack internet-connected devices, when web access is restricted, or when material is entirely new.

## Materials and tools

- Laptops or tablets with internet access (at least one per group)
- Facilitator-selected list of 2 to 3 free digital tools (such as live polls, quiz builders, or digital whiteboards)
- Topic selection sheet or shared slide listing available workshop topics
- Shared document or chat channel to post activity links
- Visible countdown timer

## Before participants arrive

1. Select 2 or 3 free digital tools that require no user account creation for players.
2. Display the list of review topics or module concepts on a shared slide or board where teams can add their names.
3. Set up a shared text document or chat thread where groups can paste activity links.

## Say this to open

You are stepping into the facilitator role. In small teams, you will turn one concept from our recent session into a quick three-minute interactive exercise using an online tool, then run it for your peers.

## How to run it

### 1. Brief assignment and claim topics (5 minutes)

Display the topic list. Give the opening script. Explain the goal: build a mini-activity testing one course concept that takes 3 minutes or less to play. Show one neutral example: a two-question multiple-choice poll distinguishing two related terms. Divide the room into teams of 3 or 4. Each team claims one topic on the list by writing their team name next to it or calling it out, ensuring no duplicate topics.

### 2. Build mini-activity in teams (15 minutes)

Teams move to breakouts or table clusters. They pick a tool from the recommended list, write two or three questions or tasks, and test their participant link. Once verified, teams paste their join link into the shared document or room chat.

### 3. Facilitate peer activity rounds (15 minutes)

For groups of 12 or fewer (up to 4 teams), call teams in the main room. For 13 to 24 participants (5 to 6 teams), split into two parallel breakout rooms with up to 3 teams each. Each team gets 3 minutes to share their screen, drop their link in chat, brief players, and run the exercise.

### 4. Debrief design and content insights (5 minutes)

Reconvene the whole room. Ask the debrief questions. Take 2 or 3 volunteer observations on what the design process revealed about the subject matter.


## Debrief questions

- What did your group have to clarify about the subject matter before writing your questions?
- Which peer activity format made the concept easiest to understand?
- Where did you notice unexpected answers or confusion during your run?

**Finished output:** A set of peer-built digital interactive mini-activities and shared links reviewing core course concepts.

## Remote

Run in video meeting software with breakout rooms. Teams draft activities online, share participant links via meeting chat, and share screens while guiding the room. For 5 or 6 teams, split delivery across two breakout rooms so all groups present within 15 minutes.

## Hybrid

Form teams containing both in-person and remote participants or keep cohorts aligned by location. In-person members must use a laptop to co-edit in the digital tool. When running activities, share the screen to the video call and in-room projector simultaneously so everyone plays together.

## Access and participation choices

- Team members choose internal roles such as question drafter, technical builder, or live speaker.
- Participants may complete peer activities silently on their devices without speaking on mic.
- Groups encountering tool friction may build a plain-text prompt or slide poll instead of using an app.

## If the session gets stuck

**A team spends too much time selecting or configuring an app and has no questions written.**

Provide pre-tested no-login tools directly, or hand the team a prepared slide template to populate.

**A team exceeds their allotted time while facilitating their activity.**

Enforce a visible 3-minute timer per team and give a verbal 30-second warning before closing the round.


## Terms used here

- Polling app: An online platform that displays real-time responses to multiple-choice or open-ended prompts from connected devices.

## Sources and adaptation

Observed on Knowmium (knowmium.com), authored by Joshua Davies. The page describes an activity where participants create online activities in digital apps and run them for others.

The original Knowmium entry for Learner-led App outlined the concept of participants building online activities and leading others, but its process section contained damaged text copied from an adjacent storytelling activity. UWT restored the logical sequence: selecting a tool, claiming a review topic, drafting review items, and leading peers. UWT added a 40-minute structure, explicit topic claiming mechanics, a two-track parallel delivery format for cohorts over 12 participants to ensure all teams can present, explicit screen sharing requirements, and debrief prompts.

[Knowmium](https://knowmium.com/tools/2020/4/13/learner-led-app-ze2jf)

Current run sheet: https://unitedwetransform.com/exercises/learner-led-app-knowmium-the-un-training-consultancy/

Sources and adaptation

Observed on Knowmium (knowmium.com), authored by Joshua Davies. The page describes an activity where participants create online activities in digital apps and run them for others.

The original Knowmium entry for Learner-led App outlined the concept of participants building online activities and leading others, but its process section contained damaged text copied from an adjacent storytelling activity. UWT restored the logical sequence: selecting a tool, claiming a review topic, drafting review items, and leading peers. UWT added a 40-minute structure, explicit topic claiming mechanics, a two-track parallel delivery format for cohorts over 12 participants to ensure all teams can present, explicit screen sharing requirements, and debrief prompts.

See our editorial policy for AI use, sourcing and corrections.

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