Inspire                Develop                Model                Citizenship                Growth

2. Design and Develop Digital-Age Learning Experiences and Assessments

We have been learning for years that students all learn in different ways, and as technology becomes more interwoven into our lives it becomes easier to accommodate more of those students. It becomes our jobs to not only find ways for our students to learn something, but find ways in which the student can demonstrate that learning. While students are growing up with technology in their hands, if we continue to avoid using it in the schools we are providing them disservice.

Lure of the Labyrinth Lesson Plan (2a,c,d)

This is a lesson plan using the online video game Lure of the Labyrinth. The goal is for students to discover their own learning and share it by using a thought journal as they are playing and discovering.

PBIS Student Survey (2b,2c)

This survey is for us to get anonymous feedback from students about their feelings at a school. They are able to give us feedback on issues and take a survey in a very different way. It is presented with the use of 'clickers' on which students could respond by clicking the corresponding button and logging their response.

Advertisement Project Walk-through (2a)

A screen-cast about an advertising project that we have been doing in math class. This is a screen-cast of a presentation I make to the students. This way they can access the screen-cast at any point from any computer and be able to refresh themselves on the directions and expectations.
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National Educational Technology Standards for Teachers, Second Edition © 2008, ISTE® (International Society for Technology in Education), www.iste.org. All rights reserved.