Showing posts with label assessment. Show all posts
Showing posts with label assessment. Show all posts

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

Infographics

Infographics

Description of the tool:

Infographics are information made with graphics. They can be posters, postcards, documents, or flyers. Infographics are a way to get information across using pictures instead of just words. They are a great way to get people's attention when people don't want to read a lot of information. Infographics catch the reader's eye, gives them the information, and then helps the reader process the information. There are a lot of ways to create infographics. Infographics have a lot of purposes too, not just for education. 

Pedagogical use:

You can create infographics to help get a point across to students. If students need a reminder, they can look at the infographic to help them remember how to do something. Infographics can help you get a point across to the parents. If you want to share information about your class in a catchy, fun way, infographics can help. Parents will look at the pictures and get necessary information at the same time. Students can analyze an infographic and then create their own.
In my classroom, I plan on using infographics to help students remember information. For example, one of the first lessons my students have in Math is rounding. I created an infographic showing students how to round to the nearest ten. I would also show students videos and have them practice the concept. Students can look at the infographic for a second chance. The other thing I would use infographics for are to have the students present information. Students can have fun creating posters about a topic of their choosing. When the students are doing creating the infographic, they can share the infographic with their classmates. The classmates would give feedback and analyze it. Students could have fun creating the infographic, and they get to do a project that requires them to be creative. 

Example of infographic using Canva


Heading for blog using Canva














Location of the tool:

https://www.canva.com/ is the one I used. There are many more websites depending on what type of infographic you would like to create. 

Cost associated with the tool:

For Canva, the tool is free if you use your own pictures. If you choose to use a picture from Canva, it is one dollar per picture and you have 24 hours to edit your picture. When you hit finish, Canva will tell you how much you owe. 

Why you want to learn this tool:

You can create any type of infographic that you would like. Infographics are a great way to relate information to your students through images. Canva allows you to use their templates, or you can create your own. I really like how I can import my own pictures. Any type of information you want students to remember with images can be created with an infographic. Infographics do not take a long time to create and they are great to show students information in a fun, creative way. 
Students can also create infographics to present information instead of using paper and pencil. If you teach your students how to create infographics, you will be teaching them a skill they can use for the rest of their life.

Sources:

 Amazingly simple graphic design. (n.d.). Retrieved July 25, 2015, from http://www.canva.com 
 ISTE Standards. (2015). Retrieved July 22, 2015, from http://www.iste.org/standards4
Okland, S. (2014, July 7). Infographics. Retrieved July 25, 2015.

ISTE Standards:

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

 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. 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. N/A
    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

Thursday, July 23, 2015

Ipads

Ipads in Education

Description of tool:

Ipads are used in technology for many reasons. Ipads can be used for an assessment by you. You can test the students on their fluency, comprehension, or reading ability. You can also have students use the numerous education apps found on the app store. A lot of apps are free; you just have to dig for the ones you want. AppsGoneFree is a great way to find apps that are free for the day or week. It is also helpful to follow users on Twitter that are familiar with Ipads. The tweeters can suggest apps that may be good for education. 
I personally use Ipads in my classroom for IXL which is a practice program for Math and Language Arts. My students also use Ipads for apps to practice their spelling words. I use Spelling City. I have used Ipads in the past for Google Earth and Google Maps. The students LOVE finding their homes and walking on their streets. In previous years, students could earn free time on the Ipads. They played games that were educational or school appropriate. I would love to expand the use of Ipads and include QR codes and reading apps.

Pedagogical use:

There are numerous uses for Ipads. First, you can use Ipads to check for students' reading comprehension, accuracy, and retell ability using an app. You can also give quizzes to the students using Ipads. You have the ability to see exactly what your students are doing on their Ipad using an app called Classkick. You can also assign them problems to do on their Ipad and watch them as they do it. Students can use Ipads to work on Math, Science, Social Studies, or Language Arts. Students can also go on a photo scavenger hunt or use Ipads to go to websites using QR codes. The uses of Ipads for students are endless. 
 Holland, B. (2013, July 11). IPads: From Pedagogical Crutch to Education Innovation. Retrieved July 23, 2015, from http://www.edutopia.org/blog/ipads-pedagogical-crutch-education-innovation-beth-holland

Long, J. (2013, June 11). Why use ipads in education? Retrieved July 23, 2015, from https://www.youtube.com/watch?t=26&v=f_6TcE4-65E


Plan for Ipad use in classroom for the year:

Students will use Ipads to:


  • go on a QR code scavenger hunt
  • to practice their math skills we have been working on in class using Front Row and IXL
  • to practice their Language Arts skills we have learned in class using IXL
  • to find locations using Google Maps
  • find locations using Google Earth
  • read news articles daily from News-O-Matic
  • create videos using various apps
  • create presentations using various apps
  • create project using various apps
My plan for how I will use Ipads will change throughout the year. I am always learning about new apps and I love trying out new things in my classroom.

 Darrow, D. (2011, October 25). K-5 iPad Apps According to Bloom's Taxonomy. Retrieved July 23, 2015, from http://www.edutopia.org/ipad-apps-elementary-blooms-taxonomy-diane-darrow 
 Bosch, K. (2013, March 19). Easy iPad Projects for Elementary Students. Retrieved July 23, 2015, from http://www.slideshare.net/kbosch/easy-ipad-projects-for-elementary-students 

Location of tool:

You can find apps for Ipads at the Apple App Store. https://itunes.apple.com/us/genre/ios/id36?mt=8

Cost of tool:

The cost of apps vary. A lot of apps are free for the lite version. If you want the full version, you will have to pay for it. IXL costs the school money for a license. You will also have to have an Ipad in order to use Ipads in the classroom. It pays to follow tweeters on Twitter who use Ipads in their classroom. The tweeters can give you ideas on where to find great apps. I am constantly learning about new apps to use in my classroom due to developers always coming out with new apps. 

Why you want to use Ipads in your classroom:

Ipads are great to use in a classroom. The students fully enjoy getting their hands on an Ipad. Students, in my classroom, are more engaged when they have some form of technology in their hands. However, there needs to be a balance. If I constantly used Ipads all day long, the Ipads would lose their sparkle. Students use Ipads for maybe an hour in my classroom a day. It all depends on the activity I want them to do and how engaged they will be in the activity. If students start to lose focus on the task using the Ipad, I know it is time to move on to the next activity. 
Ipads are a useful tool to help engage students using technology. There are millions of apps that you can use depending on what you want to do. Students are growing up with technology and Ipads are a great way to incorporate that technology piece into your classroom. However, remember that there needs to be a balance. Students should not be using Ipads all day long. Even in one-to-one classrooms, students should be doing activities without the Ipad or computer. Having a balance between technology and instruction can help students more than just using the Ipad or computer all day long, 

Sources:

Bosch, K. (2013, March 19). Easy iPad Projects for Elementary Students. Retrieved July 23, 2015, from http://www.slideshare.net/kbosch/easy-ipad-projects-for-elementary-students 
Darrow, D. (2011, October 25). K-5 iPad Apps According to Bloom's Taxonomy. Retrieved July 23, 2015, from http://www.edutopia.org/ipad-apps-elementary-blooms-taxonomy-diane-darrow 
Holland, B. (2013, July 11). IPads: From Pedagogical Crutch to Education Innovation. Retrieved July 23, 2015, from http://www.edutopia.org/blog/ipads-pedagogical-crutch-education-innovation-beth-holland
ISTE Standards. (2015). Retrieved July 22, 2015, from http://www.iste.org/standards
Long, J. (2013, June 11). Why use ipads in education? Retrieved July 23, 2015, from https://www.youtube.com/watch?t=26&v=f_6TcE4-65E

ISTE Standards:

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

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. 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

Wednesday, July 22, 2015

Participation Application

GoSoapBox 

Description of the tool:


Getting Started with GoSoapBox - September 2013 from gosoapbox

Gosoapbox is a tool to assess students in the classroom using a personal device. In my classroom, students would use Ipads. The teacher sets up a poll and students give their input. Once you set up an event, you get a class code. The students go to app.gosoapbox.com and input the code. Once the code is in, the student see the event title, and a confusion barometer. They can choose that they are getting it or that they are confused. On the teacher side, the teacher can set up quizzes, polls, and discussions. The teacher can also see who is confused and who is getting it. Once the poll, quiz, or discussion is set up, the you need to unlock it so the students can answer. You can choose how you want the information graphed as well as if the students see it. Once all the students answer, you can see how the students answered in a graph.

New GoSoapBox Event


You can create polls or discussions and see who's online.


You can create quizzes and see how many students are online. 


Student code once you have created the event


Teacher start page





Example of GoSoapBox in a lesson:

lesson plan for lesson on Mexican culture 



Activities for lesson 

type in this code and you can participate in the discussion


discussion question 


Pedagogical uses:

Students can create polls, quizzes, and discussion questions for other classmates. You can assess students based on what they have been learning in class and see how they match up to the rest of the class. You can know who needs more help on an assignment without the student getting embarrassed. Students can answer questions to let you know if they understand a concept without showing their names so lower students don't have to be scared to answer the questions. 
I personally really like the confusion barometer. In the past, students have used cards or even whiteboards. The confusion barometer is a great way for students to tell teachers that they need help without their other classmates knowing.  

Location of the tool:

https://app.gosoapbox.com/

Cost of the tool:

Free up to 30 students. If you need more than that, you need to contact GoSoapBox for pricing.

Why you want to use this tool:

This tool is a great way to assess kids and incorporate technology into the classroom. Students can tell you if they need help or not without drawing attention to themselves. You can also assess students using quizzes, polls, or discussions. GoSoapBox is great for elementary students up to college level students. The graphs are easy to read, and you can download activity and grade reports to show parents and other teachers. The students can be anonymous if need be. Students will be more engaged in the classroom when doing GoSoapBox because it is fun. GoSoapBox is able to be customized to whatever the teacher wants. You may want certain parts of GoSoapBox off and you have that option. Upper level students can vote on questions, so you can know exactly what is on your students minds. The tool is easy to use and will be a great addition to any level classroom.

Sources:

GoSoapBox: Hear What Your Students are Thinking. (n.d.). Retrieved July 22, 2015, from http://www.gosoapbox.com/ 
ISTE Standards. (2015). Retrieved July 22, 2015, from http://www.iste.org/standards

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. N/A
    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. N/A
    3. N/A
    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