Instructor Guide dhsc9
Instructor Guide dhsc9
Instructor Guide dhsc9
DHS Curriculum
Facilitator’s Guide
March 2014
About the DHS Curriculum Facilitator’s Guide
The following persons (in alphabetical order) have contributed to developing, reviewing, and
editing Understanding and Using the Demographic and Health Surveys – DHS Curriculum
Facilitator’s Guide: Sarah Balian, Thada Bornstein, Sarah Bradley, Anne Cross, Joy Fishel, Lia
Florey, Debbie Gachuhi, Hannah Guedenet, Kiersten Johnson, Shane Khan, Laurie Liskin, Erica
Nybro, Cameron Taylor, and Sally Zweimueller
Information about The DHS Program or the status of The DHS Program surveys is available on
the Internet at http://www.dhsprogram.com or by contacting:
ICF International
530 Gaither Road, Suite 500
Rockville, MD 20705 USA
Telephone: 301-572-0200
Fax: 301-572-0999
Email: info@dhsprogram.com
Suggested citation
2014. Understanding and Using the Demographic and Health Surveys – DHS Curriculum
Facilitator’s Guide: Instructor’s Guide, March 2014. Rockville, Maryland, USA: ICF International.
Module Description Time
1 Introduction to Demographic and Health 4 hours, 45
Surveys (DHS) minutes
2 Basic Statistics and Demographic and 2.5 hours
Health Terms for Understanding DHS
Data
3 Indicators and the DHS 4 hours
4 Conducting a DHS 3 hours
5 Understanding DHS Tables and Figures 3 hours
6 Collecting Data on HIV/AIDS in National 4.5–6.5 hours
Surveys
7 Collecting Data on Malaria in National 3 hours
Surveys
8 Dissemination and Using Data for 4 hours
Change
Tips for the Instructor
Introduction
Audience
Prerequisites
• Basic university course work in social sciences
• Skills in arithmetic, including computing fractions, percentages, and
averages
• Interest in public health and development
Goal
The goal of this course is to introduce potential users to the DHS and help them
use DHS results in their schoolwork and professional work.
The course includes eight modules, each of which is divided into sessions. The
average session lasts one to two hours. Course materials contain both the
content as well as methods to present it. The course is designed to be
participatory, because participants learn better when taking an active role.
Each module requires some preparation on the instructor’s part; this is listed at
the beginning of the Instructor Guide for each module. Some activities have
accompanying handouts that should be photocopied for participants. All of the
PowerPoint presentations have accompanying notes that can be found in the
Instructor Guide or in the PowerPoint electronic files.
The course materials are available in both soft (electronic) and hard copies. Feel
free to adapt the materials to suit the needs of the participants.
This course is based on the following premises:
• Participants are responsible for their own learning.
• A collegial relationship among participants and between participants and
the instructor is crucial.
• Feedback from the instructor guides participant learning.
• Feedback from participants provides valuable information about how well
learning is taking place.
• People differ in their learning styles and the additional knowledge and
skills they need to learn.
As all good instructors know, setting an appropriate tone is one of the most
important tasks in creating an effective learning environment. That environment
includes both the physical setting and an atmosphere of collegiality and safety.
Physically, the classroom is best arranged so that participants can work in
groups at tables, rather than in a traditional classroom style with rows of
individual desks facing front.
Status: Probably the most important element in setting the tone for the course
is helping participants leave their status at the door. Every participant—including
the youngest and the oldest, men and the women, the shy and the outgoing—
must feel that their contribution to the learning process is necessary and
wanted. Encourage participants to enter the course as people ready to learn
from each other, ready to gain new insights, and ready to take away new ideas.
It is difficult to achieve this openness and sharing if participants are worried
Making it your own: Good curricula are dynamic and should always be
reviewed prior to each use so that you can adapt them to the specific needs of
each set of participants. The curriculum should be fluid; the instructor should not
read from the text notes verbatim. Be sure to set aside enough time to prepare
for each module by reviewing the materials carefully and thoroughly. The
curriculum provides as much information as possible, but it is up to you, the
instructor, to make it your own, to be committed to learning the material, and to
become a resident expert for the class. Please add your own experience, stories,
and complementary content to enhance the learning for participants.
4:00-
Nutrition break Nutrition break Nutrition break Nutrition break Nutrition break
4:15
Module 6 Pre- Module 7: Module 8
test Collecting Data (continued)
Module 2 on Malaria in
Module 4
(continued) Module 6: National Surveys Module 8 Post-
4:15- (continued)
Collecting Data (3 hours) test
5:15
Module 2 Post- on HIV/AIDS in
test National Surveys
(4.5 to 6.5
hours)
5:15- Daily evaluation Daily evaluation Daily evaluation Daily evaluation Final evaluation
5:30
The first day of a course is essential to its success. It is important to start the
course on a positive note by making sure all of the participants feel comfortable
and get to know one another quickly. Even when participants already know one
another, they must still be introduced to the instructor. Activities known as
icebreakers can help the instructor and participants get to know one another at
the beginning of a course.
It is also important to keep participants alert and engaged throughout the
course. They may need some breaks to help maintain their interest in the
material. Activities known as energizers can encourage high levels of
participation and interest among participants. Some of the energizers include
activities that can help participants recap material already covered in the course;
these are especially helpful when a module or session is split over the course of
two days, and participants need to refresh their memories.
The following series of icebreakers and energizers can be used throughout the
course. Remember, it is your job as the instructor to keep the participants
comfortable and energized, so be sure to use these fun activities!
Icebreakers
1. Unique Characteristics
The instructor divides the participants into pairs and gives them a few minutes
to interview each other. Then each participant introduces her/his partner by
name and shares at least two unique characteristics about her/him with the
group.
3. Ball Toss
Participants and the instructor form a circle and toss a soft ball around the circle.
As each person catches the ball, s/he states her/his name. After a few minutes,
the game shifts and participants call out the name of the person who tossed the
ball to them instead.
This activity can be used throughout the course for other kinds of quick
information exchanges. For example, the instructor may ask, "What are
examples of behavior change indicators?" As the ball is tossed around the circle,
participants who catch it call out different indicators.
4. Three Questions
Each participant writes down three questions and then finds someone in the
room they do not know well. These pairs pose their questions to each other.
Then each participant introduces her/his partner to the group by sharing the
questions and the answers.
5. Nametags
The instructor prepares a nametag for each participant and places the nametags
in a box. Participants pick a nametag from the box, locate the person whose
nametag they drew, and introduce themselves. (This is especially useful for
larger groups of 20 or more.)
7. Fact or Fiction
Each participant writes down four facts about themselves, one of which is not
true. Participants take turns reading their lists aloud, and the rest of the group
tries to guess which “fact” is not true. Repeat until each participant has shared
their list.
8. Everyone's a Liar
(This is a variation on #7: Fact or Fiction)
Step 1: The instructor writes three statements about her/himself on the board.
Two are true, and one is a lie.
For example:
• I have been training for 10 years.
• I have a pet dog called "Dog."
• I lived in Switzerland for a year.
Step 2: Participants ask "lie detector" questions to get further information in
order to determine which statement is false. For example:
• Training: Where have you conducted training? What have you taught?
What year did you start?
• Pet: How old is Dog? What does Dog eat? Where do you keep Dog?
• Switzerland: Where did you live in Switzerland? What language was
spoken in that part of Switzerland?
Step 3: Participants vote on which statement is a lie. The instructor reveals
which statements are true and which is a lie.
Then the instructor divides participants into small groups of three or four. Each
group repeats Steps 1–3. Afterwards, the participants introduce each other to
the larger group.
For example:
"I'm kooky Katherine. I like kissing kittens."
"I'm darling Dorothy. I like dancing daily."
(Pattern: I'm ADJECTIVE NAME. I like ACTION-ing NOUN)
Then the instructor asks each participant to introduce her/himself to the group
with a similar sentence; for example, "I'm generous George. I like giving gifts."
You can play Name Chain as a follow-up to the Nonsense Name Game.
Participants stand in a circle. The instructor introduces her/himself and the
person to the right: "I'm kooky Katherine. This is darling Dorothy." The person
standing to the instructor’s right then repeats the previous introductions and
introduces the person to her/his right: "She's kooky Katherine. I'm darling
Dorothy. He's generous George." The game continues around the circle, moving
right, until all of the names have been repeated. The instructor can challenge
volunteers to see who can rhyme off all of the names the quickest.
12. Marooned
The instructor divides the participants into teams and asks them to pretend they
are marooned on an island. Each team must choose which five items they would
have brought with them if they knew they were going to be stranded. (The
instructor can substitute a different number of items, such as seven, depending
upon the size of each team.) Note that participants are only allowed five items
per team, not per person. Each team writes down their list of items on a flipchart
and discusses and defends their choices with the whole group.
This activity helps participants learn about others’ values and problem-solving
styles and promotes teamwork.
past jobs (including what they like about their job), as well as their family life,
hobbies, favorite sports, and the like. Afterwards, each participant introduces
her/his partner to the group.
Energizers
When to use these energizers is not
indicated in the Instructor Guide for
1. National Anthem each module. Use your judgment
This warm-up works best when there are and take a break from the written
participants from a number of different curriculum to include some of these
countries. The activity requires a ball and a activities to keep participants
source of music, such as a tape player or
engaged.
radio. Participants stand in a circle. The
instructor turns on the music, and the
participants dance and pass the ball around
the circle until the instructor turns the music off. Whenever the music stops,
whoever is holding the ball must step into the circle and sing the first verse of
his/her national anthem. If, as sometimes happens, a person cannot remember
the national anthem, then s/he must sing a love song. The instructor turns the
music back on, and the participants begin passing the ball around the circle
again. The game continues until most participants have had the opportunity to
sing, or until the instructor feels that everyone has been energized.
2. Tell a Story
Participants stand in a circle. A volunteer leads off with the first sentence of a
story. One by one, the other participants add a sentence to help build the story.
Each sentence must:
• Make sense and at the same time add some fun to the activity,
• Build on the last sentence, and
• Be grammatically correct.
For example:
1. "I was walking to breakfast this morning."
2. "A dog came up to me."
3. "I said good morning to the dog."
4. "The dog asked me what I was going to have for breakfast."
4. The Telephone
Participants sit or stand in a circle. The instructor quickly whispers a message to
one participant. This participant passes the message in a whisper to the next
person and so on. The last person shouts out the message. Chances are the final
message will be different from the original. Here is an example of an initial
message (note how two different activities are blended into the initial statement,
a sure cause for confusion when whispered quickly): "I had rice for dinner and
then dressed in blue to go dancing."
5. Brainstorming
The instructor divides participants into teams of five people and asks the teams
to list items in a category the instructor has chosen (for example, things that are
square, things associated with a holiday, or things that are red). The teams are
not allowed to discuss, just list items on a sheet of paper. The team with the
most items on their list wins.
6. Topic Lead-Ins
Sometimes when a group is meeting for a workshop on a specific topic,
participants already know each other well. In this situation, it may be better to
use an icebreaker that leads into the content of the gathering. Topic lead-in
questions are also appropriate throughout a course, at the start of each session.
A topic lead-in can play a number of functions. It can:
• Generate interest in the topic,
• Activate participants' prior knowledge of the subject,
• Help the instructor and participants identify individual learning needs
and goals,
• Encourage the sharing of information and resources, and
• Reveal resistance to discussion or learning.
For example, the instructor could ask participants about a time they used data to
make a decision in their personal lives. The instructor should lead with an
example, such as “I had to decide where to go on vacation one year. I only had
one week off in August, so I checked on the average temperature and rainfall in
three locations for that week and discovered that good weather was only likely in
one of my three choices! So of course, I chose that location.”
Instructors should use topic lead-ins liberally. They can pose different types of
questions in a single session—some for the group to answer collectively and
others for participants to answer individually.
7. Word Tree
The instructor asks participants to generate a list of words related to a topic. In
this course, for example, the instructor could ask participants for words related
to the phrase “public health indicators.” Participants might suggest: reporting,
fertility rate, statistics, mortality, surveys, etc. The instructor writes all of the
words on the board, clustering by theme where possible. The instructor can also
use this opportunity to introduce essential terms.
Note: This may seem like a waste of time to many, but reflection is one of the
most powerful learning techniques available.
11. Boom!
Participants sit in a circle and count out loud as they go around the circle. Each
person whose number is a multiple of 3 (3, 6, 9, 12, etc.) or a number that ends
with 3 (13, 23, 33, etc.) must say “BOOM!” instead of the number. The next
person continues with the normal sequence of numbers. For example:
• The first person says 1
• The second person says 2
• The third person says “BOOM!” (instead of 3)
• The fourth person says 4
Anyone who fails to say “BOOM!” or who makes a mistake with the number that
follows “BOOM!” is disqualified.
The numbers must be said rapidly—at no more than five-second intervals. If a
participant takes too long to call out her/his number, s/he is disqualified. The
last two participants left are the winners.
Note: Instead of saying BOOM!, the participants can clap their hands once. To
make this energizer more interesting, participants can start counting backwards
towards zero when a specific number, such as 30, is reached. The game can be
made more complex by using multiples of bigger numbers or by combining
multiples of three with multiples of five.
Members of each group try to guess what saying their representative has drawn.
The first team to guess correctly receives one point. Each group then sends a
new representative to the center to receive another envelope with a saying, and
the activity continues as described above. The activity continues for 10 minutes
or until all the sayings have been drawn and identified. The group with the
higher number of points wins.
14. Words
The instructor divides the participants into three or four small groups and writes
the word INTERACTIVE on the flipchart. Each group has five minutes to create as
many words as possible from the word INTERACTIVE. All words must contain at
least three letters. For example, the words could include:
• Ate
• Rat
• Treat
• Retain
When the time is up, the group with the most words wins. Note: Depending on
the topic, other words can be used in this way. Some possibilities include:
DEMONSTRATION, COUNSELING, PREVALENCE, and DEMOGRAPHIC.
This activity can continue as long as the group is interested and enthusiastic, but
no longer than five minutes.
19. Moodmeter
At the beginning of the session, the instructor draws a chart called “The
Moodmeter.” This is an instrument that subjectively measures the mood and
atmosphere of the group. It is not directly related to the content of the session.
The instructor writes each of the days or sessions in the course horizontally
across the top of the chart. Down the left-hand side of the chart, the instructor
draws at least three different mood symbols. These could be faces showing
happiness, indifference, sadness, frustration, or anger. Alternatively, they could
be temperature indicators, such as 15 degrees, 25 degrees, and 35 degrees.
At the end of each day or session, participants mark the chart with an X or a dot
in line with the mood they are feeling. The instructor can draw a line through the
marks for that session or that day to reflect the “ups” and “downs” of the group.
The Moodmeter can be used to discuss the energy level of the group, course
successes, or sources of dissatisfaction.
20. Flash
The instructor and participants stand in a circle. The instructor asks the group a
direct question, for example, “Tell me how you felt about the day today?” or
“What two new things did you learn today?” Each participant very briefly states
her/his personal opinion, going around the circle. This exercise is called “flash”
because of the speed with which opinions are given. No one should talk for more
than 30 seconds, and no discussion is allowed as the flash is going on.
The instructor’s role is to seek the participants’ opinions and permit a variety of
ideas to be stated. However, the instructor should remind the group to be
constructive in their criticism and to look for ways to improve the training.
DV Domestic violence
EA Enumeration Area
ORS/ORT Number
TB Tuberculosis
UNESCO