Monday, July 27, 2015

Creating Posters for the Classroom

Creating Posters using Powerpoint

Description of tool:

I have used Powerpoint for presentations, but never for anything else until recently. I just learned how to use Powerpoint to create posters. You can create a poster of any size, and put anything you want on it. You just create a slide like you normally would in Powerpoint, but choose poster when you print it. You then put the poster together and you have a poster you made. It takes as much as you want it to. It all depends on how much you want to put into your slide. The poster will print out on anywhere from two pages to more depending on the size of the poster. Depending on the printer you choose, the poster can be in color or black-and-white. If you know how to use Powerpoint, you can learn how to print a poster.

Dr. Okland's Website

Pedagogical uses:

The uses for posters are endless. I just created three different posters for my classroom. I have multiplication strategies on one poster and division posters on another. The third poster, I created a checklist for students before they hand in their assignment. Anything you want your students to see can be put on a poster. Since the poster is created in Powerpoint, you can put pictures of any type onto the slide, so you can create posters for any subject you want. 
Students can be taught how to create a slide for any project you want them to complete. The students could then print out the posters and present them to their classmates. They wouldn't have to print them out, however, They could just share the slide if you would like to go paperless. Students could present any number of things from Science concepts to a book they just read. 

Division Vocabulary Poster 


Student assignment checklist poster 

Multiplication strategies poster

Cost of tool:

The only cost associated with the tool is having Microsoft Powerpoint on your computer and access to a printer if you want to print off the poster. I also had to have tape to tape together the posters. As you can see I have QR codes on my poster, so I would need access to a QR reader. The QR codes go to different websites where students can practice the strategies. 

Why you want to learn this tool:

I just found a new, cost efficient way to create posters. Any concept I want to show my students in a larger format I can. Creating posters using Powerpoint is easy and fun to do. Students can create their own posters and it doesn't take a long time to create. Also, you can add pictures and QR codes to the poster, which makes the poster interactive. Once students know how to create posters, the possibilities of what they can do with the knowledge is endless. 
As a teacher, you may see that your students need to see a better visual of a concept. You can put it on a poster using Powerpoint. You can then print it off and have it at a station or in a location for students to look at it. Posters can be colorful or black and white. Again, they are easy to make and can add information to your classroom. 

Sources:

ISTE Standards. (2015). Retrieved July 22, 2015, from http://www.iste.org/standards
Okland, S. (2015). PPT-tutorial-Posters-Windows.pdf. Retrieved July 27, 2015, from https://drive.google.com/file/d/0B-rOh7btx4EhZHBpMHc3QW5KVWs/view 

ISTE Standards:

Teacher:

  1. Facilitate and inspire student learning and creativity
    1. promote, support, and model creative and innovative thinking and inventiveness
    2. engage students in exploring real-world issues and solving authentic problems using digital tools and resources
    3. Promote student reflection using collaborative tools to reveal and clarify students’ conceptual understanding and thinking, planning, and creative processes
    4. Model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environment
  2. Design and develop digital age learning experiences and assessments
    1. Design or adapt learning experiences that incorporate digital tools and resources to promote student learning and creativity
    2. Develop technology-enriched learning environments that enable all students to pursue their individual curiosities and become active participants in setting their own educational goals, managing their own learning, and assessing their own progress
    3. Customize and personalize learning activities to address students’ diverse learning styles, working strategies, and abilities using digital tools and resources
    4. Provide students with multiple and varied formative and summative assessments, aligned with content and technology standards, and use resulting data to inform learning and teaching
  3. Model digital age work and learning
    1. Demonstrate fluency in technology systems and the transfer of current knowledge to new technologies and situations
    2. Collaborate with students, peers, parents, and community members using digital tools and resources to support student success and innovation
    3. Communicate relevant information and ideas effectively to students, parents, and peers using a variety of digital age media and formats
    4. Model and facilitate effective use of emerging digital tools to locate, analyze, evaluate, and use information resources to support research and learning
  4. Promote and model digital citizenship and responsibility
    1. Advocate, model, and teach safe, legal, and ethical use of digital information and technology, including respect for copyright, intellectual property, and the appropriate documentation of sources
    2. Address the diverse needs of all learners by using learner-centered strategies providing equitable access to appropriate digital tools and resources
    3. N/A
    4. N/A
  5. Engage in professional growth and leadership
    1. Participate in local and global learning communities to explore creative applications of technology to improve student learning
    2. Exhibit leadership by demonstrating a vision of technology infusion, participating in shared decision making and community building, and developing the leadership and technology skills of others
    3. Evaluate and reflect on current research and professional practice on a regular basis to make effective use of existing and emerging digital tools and resources in support of student learning
    4. Contribute to the effectiveness, vitality, and self-renewal of the teaching profession and of their school and community

Students:

  1. Creativity and innovation
    1. Apply existing knowledge to generate new ideas, products, or processes
    2. Create original works as a means of personal or group expression
    3. Use models and simulations to explore complex systems and issues
    4. N/A
  2. Communication and collaboration
    1. Interact, collaborate, and publish with peers, experts, or others employing a variety of digital environments and media
    2. Communicate information and ideas effectively to multiple audiences using a variety of media and formats
    3. N/A
    4. Contribute to project teams to produce original works or solve problems
  3. Research and information fluency
    1. Plan strategies to guide inquiry
    2. Locate, organize, analyze, evaluate, synthesize, and ethically use information from a variety of sources and media
    3. Evaluate and select information sources and digital tools based on the appropriateness to specific tasks
    4. Process data and report results
  4. Critical thinking, problem solving, and decision making
    1. Identify and define authentic problems and significant questions for investigation
    2. Plan and manage activities to develop a solution or complete a project
    3. Collect and analyze data to identify solutions and/or make informed decisions
    4. Use multiple processes and diverse perspectives to explore alternative solutions
  5. Digital citizenship
    1. Advocate and practice safe, legal, and responsible use of information and technology
    2. Exhibit a positive attitude toward using technology that supports collaboration, learning, and productivity
    3. Demonstrate personal responsibility for lifelong learning
    4. Exhibit leadership for digital citizenship
  6. Technology operations and concepts
    1. Understand and use technology systems
    2. Select and use applications effectively and productively
    3. Troubleshoot systems and applications
    4. Transfer current knowledge to learning of new technologies

Sunday, July 26, 2015

QR Codes

QR Codes

Description of tool:

QR codes are similar to a bar code that you scan with a QR reader. You can access QR readers on your cell phone or tablets. You must have a QR reader in order to use QR codes. QR codes can be made with a QR generator. When you scan a QR code with a reader, the code takes you to a website you can access on your phone or tablet. QR codes make it possible to visit websites without having to type in the web address. The QR code takes you directly to the website. It makes it easier for students to visit websites. It saves them time and energy because they won't waste half the class trying to type in a website address. QR codes are really easy to make if you use a QR generator. I use goo.gl URL shortener. I used it as an extension on Google Chrome. All I have to do is click the shortener for the website page I am on. The goo.gl shortener gives me a shortened web address as well as a QR code. I just copy and paste the QR code into whatever document I want the students to use for the codes. 

Pedagogical uses:



I personally will use QR codes for my students to have a quick way to get to a website. My students will also be generating QR codes for reports and to share their sources. It will take a lot less time for my students to get started on a webquest if they can use Ipads to scan QR codes. Students will think its fun that they get to use Ipads to do worksheets! However, my students will scanning the QR code for the worksheet and then doing the work on a whiteboard. QR codes can allow you to go paperless in your classroom if so choose. 
My favorite thing about QR codes is how easy they are to scan and how it saves you time typing in a website. 
QR codes are accessible everywhere. There are businesses that have started to put QR codes on their products. Students could go on a QR scavenger hunt to see how many QR codes they can find in their everyday lives. 
Plus, QR codes are a fun way to implement technology into a classroom setting. There are a lot of resources on the internet with QR codes already generated. 



Goo.gl shortner with QR code generator




Location of the tool:

The QR code generator I used is an extension of Google Chrome. You can find the extension in the Chrome store at https://chrome.google.com/webstore/category/apps?utm_source=chrome-ntp-icon. If you look online, there are numerous websites that will create QR codes for you. You just have to find the right one that works for you. As for QR readers, you can find them in the app store. Again, you have to find the right QR reader that works for you. Some readers save where you have been, others do not.
https://www.the-qrcode-generator.com/
http://www.qr-code-generator.com/

Why you want to learn this tool:

QR codes are easy to generate and they will save your students time. Students can use an Ipad or phone to snap the QR code instead of taking the time to type in the website. QR codes are a great way for students to share information with you or each other. They do not take a long time to generate and they are fun to use. Plus, if you get the right QR reader, the reader will save the QR codes you have snapped so you don't have to write down websites you have visited. QR codes are a great way to incorporate technology into your classroom and a great way to use less paper in the classroom. 

Sources:

Barrett, T. (n.d.). 49 Interesting Ways to Use QR Codes to Support Learning. Retrieved July 27, 2015, from https://docs.google.com/presentation/d/1ujQ_jnrGc5BE9oEA47CBkpgwjLXjN6IlIjrDlXUJvFs/embed?slide=id.i0
ISTE Standards. (2015). Retrieved July 22, 2015, from http://www.iste.org/standards
Miller, A. (2011, December 5). Twelve Ideas for Teaching with QR Codes. Retrieved July 27, 2015.

ISTE Standards:

Teacher:


  1. Facilitate and inspire student learning and creativity
    1. promote, support, and model creative and innovative thinking and inventiveness
    2. engage students in exploring real-world issues and solving authentic problems using digital tools and resources
    3. Promote student reflection using collaborative tools to reveal and clarify students’ conceptual understanding and thinking, planning, and creative processes
    4. Model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environment
  2. Design and develop digital age learning experiences and assessments
    1. Design or adapt learning experiences that incorporate digital tools and resources to promote student learning and creativity
    2. Develop technology-enriched learning environments that enable all students to pursue their individual curiosities and become active participants in setting their own educational goals, managing their own learning, and assessing their own progress
    3. Customize and personalize learning activities to address students’ diverse learning styles, working strategies, and abilities using digital tools and resources
    4. Provide students with multiple and varied formative and summative assessments, aligned with content and technology standards, and use resulting data to inform learning and teaching
  3. Model digital age work and learning
    1. Demonstrate fluency in technology systems and the transfer of current knowledge to new technologies and situations
    2. Collaborate with students, peers, parents, and community members using digital tools and resources to support student success and innovation
    3. Communicate relevant information and ideas effectively to students, parents, and peers using a variety of digital age media and formats
    4. Model and facilitate effective use of emerging digital tools to locate, analyze, evaluate, and use information resources to support research and learning
  4. Promote and model digital citizenship and responsibility
    1. Advocate, model, and teach safe, legal, and ethical use of digital information and technology, including respect for copyright, intellectual property, and the appropriate documentation of sources
    2. Address the diverse needs of all learners by using learner-centered strategies providing equitable access to appropriate digital tools and resources
    3. Promote and model digital etiquette and responsible social interaction related to the use of technology and information
    4. N/A
  5. Engage in professional growth and leadership
    1. Participate in local and global learning communities to explore creative applications of technology to improve student learning
    2. Exhibit leadership by demonstrating a vision of technology infusion, participating in shared decision making and community building, and developing the leadership and technology skills of others
    3. Evaluate and reflect on current research and professional practice on a regular basis to make effective use of existing and emerging digital tools and resources in support of student learning
    4. Contribute to the effectiveness, vitality, and self-renewal of the teaching profession and of their school and community

Students:




  1. Creativity and innovation
    1. Apply existing knowledge to generate new ideas, products, or processes
    2. N/A
    3. Use models and simulations to explore complex systems and issues
    4. N/A
  2. Communication and collaboration
    1. Interact, collaborate, and publish with peers, experts, or others employing a variety of digital environments and media
    2. Communicate information and ideas effectively to multiple audiences using a variety of media and formats
    3. N/A
    4. Contribute to project teams to produce original works or solve problems
  3. Research and information fluency
    1. Plan strategies to guide inquiry
    2. Locate, organize, analyze, evaluate, synthesize, and ethically use information from a variety of sources and media
    3. Evaluate and select information sources and digital tools based on the appropriateness to specific tasks
    4. N/A
  4. Critical thinking, problem solving, and decision making
    1. Identify and define authentic problems and significant questions for investigation
    2. Plan and manage activities to develop a solution or complete a project
    3. Collect and analyze data to identify solutions and/or make informed decisions
    4. Use multiple processes and diverse perspectives to explore alternative solutions
  5. Digital citizenship
    1. Advocate and practice safe, legal, and responsible use of information and technology
    2. Exhibit a positive attitude toward using technology that supports collaboration, learning, and productivity
    3. Demonstrate personal responsibility for lifelong learning
    4. Exhibit leadership for digital citizenship
  6. Technology operations and concepts
    1. Understand and use technology systems
    2. Select and use applications effectively and productively
    3. Troubleshoot systems and applications
    4. Transfer current knowledge to learning of new technologies

Augmented Reality






Augmented Reality

Description of the tool:

Augmented reality tools help users create images using a code. You can see a 3D image that you can't see without the Ipad or computer. If you put the image in front of the camera, you will see an image. Sometimes the image has motion, sometimes you just see a three-dimensional image. Students can use the augmented reality to see images in action that they would not normally see without the augmented reality. Plus, augmented reality is super cool. I showed this to my mom and she was amazed. 

Pedagogical uses:

The uses for augmented reality apps are endless. Students can create any image and make it come to life using an augmented reality app. Students can use augmented reality for any subject. In one of the stories my students read in their reading textbook, they talk about Mount Everest. The Guinness Book of World Records 2014 has an augmented reality that you can see Mount Everest from the top of the summit. Students have the chance to look around the mountain; something they probably won't do in real life. The app Anatomy 4D is able to show students the heart and the human body using augmented reality. Guinness Books of World Records also has apps for 2013, 2014, and 2015. You just need to have the book physically in front of you. Spacecraft 3D gives you the capability to go to Mars, Earth, Planetary, or other. You chose the marker from http://www.jpl.nasa.gov/apps/images/3dtarget.pdf and it is completely free to use.

Using the Spacecraft 3D meak

Using the Spacecraft 3D marker and app


Heart using the Anatomy 4D app and marker

Human body using Anatomy 4D app and marker 

Penguin sliding on iceberg




Example of augmented reality using Aurasma 


Example of augmented reality using Aurasma




Location of the tool:

All the tools I used except ZooBurst are found on the Apple app store. I used Aurasma to do the augmented reality of the man in the picture. ZooBurst can be found at http://www.zooburst.com/index.php. The augmented reality apps I have currently in my augmented reality toolbox are Augment, Layar, SnapShop, Aurasma, Blippar,Anatomy 4D, GWR (Guinness World Records) 2013, GWR 2014, GWR 2015, Spacecraft 3D, and ARBasketball. 
SnapShop lets you see what different furniture looks like in different rooms of your home. You take a picture with the furniture and it saves in your camera roll. ARBasketball is a game you can play using a AR marker. You put your camera or Ipad over the maker and try to make as many baskets as you can. Spacecraft 3D requires markers you can get from www.jpl.nasa.gov. Anatomy 4D also requires markers you can download to your email or photos and print them off. 

Cost of the tool:

The apps I used have no cost. However, there are apps that cost money to use. For example, there is a human body app that costs about five dollars to download. If you look on the app store for Apple, there are a lot of free augmented reality to use. 

Why you want to learn this tool:

Augmented reality is really cool. You can use this for your personal use or for fun in your classroom. Augmented reality allows you and your students to see things you might not see in real life. Plus, augmented reality apps bring normal pictures to life. When students can see everyday objects in a different way, it will expand their learning and make learning more fun.

Sources:

R Target for Spacecraft 3D. (n.d.). Retrieved July 27, 2015, from http://www.jpl.nasa.gov/apps/images/3dtarget.pdf
Auras - Aurasma. (n.d.). Retrieved July 26, 2015, from http://www.aurasma.com/aura/# 
Okland, S. (2014, July 7). Augmented Reality. Retrieved July 26, 2015, from file:///C:/Users/sfox/Downloads/Augmentedreality (1)/index.html
Iceberg. (n.d.). Retrieved July 26, 2015, from https://www.flickr.com/photos/usoceangov/8290528771
ISTE Standards. (2015). Retrieved July 22, 2015, from http://www.iste.org/standards
ZooBurst. (n.d.). Retrieved July 26, 2015, from http://www.zooburst.com/index.php
A

Iste Standards

Teacher:


  1. Facilitate and inspire student learning and creativity
    1. promote, support, and model creative and innovative thinking and inventiveness
    2. engage students in exploring real-world issues and solving authentic problems using digital tools and resources
    3. Promote student reflection using collaborative tools to reveal and clarify students’ conceptual understanding and thinking, planning, and creative processes
    4. Model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environment
  2. Design and develop digital age learning experiences and assessments
    1. Design or adapt learning experiences that incorporate digital tools and resources to promote student learning and creativity
    2. Develop technology-enriched learning environments that enable all students to pursue their individual curiosities and become active participants in setting their own educational goals, managing their own learning, and assessing their own progress
    3. Customize and personalize learning activities to address students’ diverse learning styles, working strategies, and abilities using digital tools and resources
    4. N/A
  3. Model digital age work and learning
    1. Demonstrate fluency in technology systems and the transfer of current knowledge to new technologies and situations
    2. Collaborate with students, peers, parents, and community members using digital tools and resources to support student success and innovation
    3. Communicate relevant information and ideas effectively to students, parents, and peers using a variety of digital age media and formats
    4. Model and facilitate effective use of emerging digital tools to locate, analyze, evaluate, and use information resources to support research and learning
  4. Promote and model digital citizenship and responsibility
    1. Advocate, model, and teach safe, legal, and ethical use of digital information and technology, including respect for copyright, intellectual property, and the appropriate documentation of sources
    2. Address the diverse needs of all learners by using learner-centered strategies providing equitable access to appropriate digital tools and resources
    3. Promote and model digital etiquette and responsible social interaction related to the use of technology and information
    4. Develop and model cultural understanding and global awareness by engaging with colleagues and students of other cultures using digital age communication and collaboration tools
  5. Engage in professional growth and leadership
    1. Participate in local and global learning communities to explore creative applications of technology to improve student learning
    2. Exhibit leadership by demonstrating a vision of technology infusion, participating in shared decision making and community building, and developing the leadership and technology skills of others
    3. Evaluate and reflect on current research and professional practice on a regular basis to make effective use of existing and emerging digital tools and resources in support of student learning
    4. Contribute to the effectiveness, vitality, and self-renewal of the teaching profession and of their school and community

Students:


  1. Creativity and innovation
    1. Apply existing knowledge to generate new ideas, products, or processes
    2. Create original works as a means of personal or group expression
    3. Use models and simulations to explore complex systems and issues
    4. Identify trends and forecast possibilities
  2. Communication and collaboration
    1. Interact, collaborate, and publish with peers, experts, or others employing a variety of digital environments and media
    2. Communicate information and ideas effectively to multiple audiences using a variety of media and formats
    3. N/A
    4. Contribute to project teams to produce original works or solve problems
  3. Research and information fluency
    1. Plan strategies to guide inquiry
    2. Locate, organize, analyze, evaluate, synthesize, and ethically use information from a variety of sources and media
    3. Evaluate and select information sources and digital tools based on the appropriateness to specific tasks
    4. Process data and report results
  4. Critical thinking, problem solving, and decision making
    1. Identify and define authentic problems and significant questions for investigation
    2. Plan and manage activities to develop a solution or complete a project
    3. Collect and analyze data to identify solutions and/or make informed decisions
    4. Use multiple processes and diverse perspectives to explore alternative solutions
  5. Digital citizenship
    1. Advocate and practice safe, legal, and responsible use of information and technology
    2. Exhibit a positive attitude toward using technology that supports collaboration, learning, and productivity
    3. Demonstrate personal responsibility for lifelong learning
    4. Exhibit leadership for digital citizenship
  6. Technology operations and concepts
    1. Understand and use technology systems
    2. Select and use applications effectively and productively
    3. Troubleshoot systems and applications
    4. Transfer current knowledge to learning of new technologies

Friday, July 24, 2015

Stop Frame Animators

Stop Motion Films

Description of tool:

Stop motion is where you move objects and take a picture of the object. You then move the object again and take another picture. When you put the pictures all together, it appears that the object has moved. The frames are saved into a movie format. Depending on the program you use, you can add voice and music. 
 There are many stop motion apps you can use. I am going to use Stop Motion and OSnap! on the Ipad. Students in my school have done stop motion using Ipads as well. The sixth grade class in my school did a stop motion of winter events. The students had to create the objects as well as do all the pictures. 

Pedagogical use:

The uses for stop motion are endless. Students can create stop motions for every subject they learn about. Students can also choose numerous objects to make move. Students will learn patience as they have to move the object little by little and take a picture each time. 
You can create stop motions to demonstrate a concept to your students. For example, to demonstrate the seasons, you can create a stop motion that shows the motion of the sun. You could also demonstrate the path that the sun takes in the sky by using stop motion.
I personally like the idea of having students create stop motions to demonstrate an event in history or a science concept. 




Example of a stop motion using OSnap!


Example of stop motion using OSnap!




Example of stop motion using Stop Motion app

Location of tool:

OSnap! and Stop Motion can be found on the Itunes app store. If you research other stop motions using the Internet, you should be able to find a lot of them.

Cost associated with tool:

OSnap! has the option to add a toolbox for 4.99. However, it is free to use the basic tools. Stop Motion is free to use. You can add music and voice for free. You need to have the music on your Ipad because Stop Motion does not provide music for you to use.

Why you want to learn this tool:

Stop motion videos are a lot of fun to make. Your students would LOVE being able to be creative and create their own stop motion videos. The videos do take time to do; a quality stop motion could take days or week. However, stop motions are a great way for students to apply their knowledge. 
I intend on using stop motions this year in my classroom. As I was creating my own stop motions, I had a lot of ideas that I could do in my classroom running through my head. Most of my new science standards could be assessed using stop motions. Students can retell the story they read using stop motions. Students can also show how to do their math problems using stop motion. My students love taking pictures; students can use the ability to take pictures for something educational using stop motions. 

Sources:

How you (or your students) can use stop-motion animation in your classroom. (2014, March 27). Retrieved July 25, 2015, from http://blog.ed.ted.com/2014/03/27/how-you-or-your-students-can-use-stop-motion-animation-in-your-classroom/
 ISTE Standards. (2015). Retrieved July 22, 2015, from http://www.iste.org/standards4
Reeves, J. (n.d.). Animation basics: Homemade special effects - TED-Ed. Retrieved July 25, 2015, from http://ed.ted.com/lessons/animation-basics-homemade-special-effects-ted-ed 
Stop motion animation to promote literacy. (n.d.). Retrieved July 25, 2015, from http://elearning.tki.org.nz/Teaching/Learning-areas/English/Stop-motion-animation-to-promote-literacy
Yamamoto, N. (2013, January 17). KQED. Retrieved July 25, 2015, from http://blogs.kqed.org/education/2013/01/17/stop-motion-animation-in-the-elementary-classroom/

ISTE Standards:

Teachers:


  1. Facilitate and inspire student learning and creativity
    1. promote, support, and model creative and innovative thinking and inventiveness
    2. engage students in exploring real-world issues and solving authentic problems using digital tools and resources
    3. Promote student reflection using collaborative tools to reveal and clarify students’ conceptual understanding and thinking, planning, and creative processes
    4. Model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environment
  2. Design and develop digital age learning experiences and assessments
    1. Design or adapt learning experiences that incorporate digital tools and resources to promote student learning and creativity
    2. Develop technology-enriched learning environments that enable all students to pursue their individual curiosities and become active participants in setting their own educational goals, managing their own learning, and assessing their own progress
    3. Customize and personalize learning activities to address students’ diverse learning styles, working strategies, and abilities using digital tools and resources
    4. Provide students with multiple and varied formative and summative assessments, aligned with content and technology standards, and use resulting data to inform learning and teaching
  3. Model digital age work and learning
    1. Demonstrate fluency in technology systems and the transfer of current knowledge to new technologies and situations
    2. Collaborate with students, peers, parents, and community members using digital tools and resources to support student success and innovation
    3. Communicate relevant information and ideas effectively to students, parents, and peers using a variety of digital age media and formats
    4. Model and facilitate effective use of emerging digital tools to locate, analyze, evaluate, and use information resources to support research and learning
  4. Promote and model digital citizenship and responsibility
    1. Advocate, model, and teach safe, legal, and ethical use of digital information and technology, including respect for copyright, intellectual property, and the appropriate documentation of sources
    2. Address the diverse needs of all learners by using learner-centered strategies providing equitable access to appropriate digital tools and resources
    3. N/A
    4. N/A
  5. Engage in professional growth and leadership
    1. Participate in local and global learning communities to explore creative applications of technology to improve student learning
    2. Exhibit leadership by demonstrating a vision of technology infusion, participating in shared decision making and community building, and developing the leadership and technology skills of others
    3. N/A
    4. Contribute to the effectiveness, vitality, and self-renewal of the teaching profession and of their school and community

Students:


  1. Creativity and innovation
    1. Apply existing knowledge to generate new ideas, products, or processes
    2. Create original works as a means of personal or group expression
    3. Use models and simulations to explore complex systems and issues
    4. N/A
  2. Communication and collaboration
    1. Interact, collaborate, and publish with peers, experts, or others employing a variety of digital environments and media
    2. Communicate information and ideas effectively to multiple audiences using a variety of media and formats
    3. N/A
    4. Contribute to project teams to produce original works or solve problems
  3. Research and information fluency
    1. Plan strategies to guide inquiry
    2. Locate, organize, analyze, evaluate, synthesize, and ethically use information from a variety of sources and media
    3. Evaluate and select information sources and digital tools based on the appropriateness to specific tasks
    4. N/A
  4. Critical thinking, problem solving, and decision making
    1. Identify and define authentic problems and significant questions for investigation
    2. Plan and manage activities to develop a solution or complete a project
    3. Collect and analyze data to identify solutions and/or make informed decisions
    4. Use multiple processes and diverse perspectives to explore alternative solutions
  5. Digital citizenship
    1. Advocate and practice safe, legal, and responsible use of information and technology
    2. Exhibit a positive attitude toward using technology that supports collaboration, learning, and productivity
    3. Demonstrate personal responsibility for lifelong learning
    4. Exhibit leadership for digital citizenship
  6. Technology operations and concepts
    1. Understand and use technology systems
    2. Select and use applications effectively and productively
    3. Troubleshoot systems and applications
    4. Transfer current knowledge to learning of new technologies