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ISTE Standards for Educators

1. Learner

Educators continually improve their practice by learning from and with others and exploring proven and promising practices that leverage technology to improve student learning.

Educators:

1a:Set professional learning goals to explore and apply pedagogical approaches made possible by technology and reflect on their effectiveness.

1b: Pursue professional interests by creating and actively participating in local and global learning networks.

1c: Stay current with research that supports improved student learning outcomes, including findings from the learning sciences.

Examples:​
PLN Badge.png

Creating a PLN is a great way to be a learner as an educator. Social media is something we use so often that it does influence our lives. Creating a PLN on twitter encourages me to be influenced by positive teaching role models to be a better future teacher myself.

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Creating a board game was another good way to put myself into the position of a learner. While I was creating the board game I was thinking about how the students would play it and anything they would get stuck on or not enjoy. Because I was looking at it through their eyes, I could make a board game with the student's learning outcome as the top priority.

 

 

 

 

 

 

 

 

 

 

 

2. Leader

Educators seek out opportunities for leadership to support student empowerment and success and to improve teaching and learning.

Educators:

2a: Shape, advance and accelerate a shared vision for empowered learning with technology by engaging with education stakeholders.

2b: Advocate for equitable access to educational technology, digital content and learning opportunities to meet the diverse needs of all students.

2c: Model for colleagues the identification, exploration, evaluation, curation and adoption of new digital resources and tools for learning.

BoardGame_badge.png
Examples:
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Production Badge.png

The production badge is an example of the leader standard. The student is in charge of this project, because they get to decide how they are going to format their video and how they will complete it. This gives the student the position of the leader in this activity.

conceptmap.png

Concept map is another great way to help the student be the leader in a project. Because in concept map, the goal is to make connections between two things, the student gets the opportunity to make choices. By giving the students the power to make their own choices in the activity they become a leader in the activity.

 

 

3. Citizen

Educators inspire students to positively contribute to and responsibly participate in the digital world.

Educators:

3a: Create experiences for learners to make positive, socially responsible contributions and exhibit empathetic behavior online that build relationships and community.

3b: Establish a learning culture that promotes curiosity and critical examination of online resources and fosters digital literacy and media fluency.

3c: Mentor students in safe, legal and ethical practices with digital tools and the protection of intellectual rights and property.

3d: Model and promote management of personal data and digital identity and protect student data privacy.

Examples:
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safe.jpg

I created an online board game to help students learn about digital safety. This helps them learn how to be socially responsible in an online world. By having them learn how to stay safe, they can continue to learn and grow into responsible people online as well as in person.

The Hour of Code is also a way to help students grow into responsible digital citizens. By helping them learn how technology works and how it is created, they can learn the responsibility that comes along with existing online.

 

 

 

 

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Hour of Code Badge.png
4. Collaborator

Educators dedicate time to collaborate with both colleagues and students to improve practice, discover and share resources and ideas, and solve problems.

Educators:

4a: Dedicate planning time to collaborate with colleagues to create authentic learning experiences that leverage technology.

4b: Collaborate and co-learn with students to discover and use new digital resources and diagnose and troubleshoot technology issues.

4c: Use collaborative tools to expand students' authentic, real-world learning experiences by engaging virtually with experts, teams and students, locally and globally.

4d: Demonstrate cultural competency when communicating with students, parents and colleagues and interact with them as co-collaborators in student learning.

Examples:
Production Badge.png

The production badge also helps students develop their skills within collaboration. In this activity I made, they will be working in a group. Because the activity involves many choices to be made by the group,  the students will need to be able to work with each other and collaborate to reach the end goal.

 

Kahoot Badge.png

Kahoot provides the opportunity for students to collaborate. Kahoot has an option to play their competitive game in teams. This means that the students must work together to come up with the right answer. Agreeing on an answer is a huge part of collaboration.

5.  Designer

Educators design authentic, learner-driven activities and environments that recognize and accommodate learner variability.

Educators:

5a: Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.

5b: Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.

5c: Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.

Examples:
Nearpod.png

Nearpod is a tool that allows the student to go through a powerpoint presentation either on their own or follow along on their own computer as the class goes through it. If they are going through it on their own, this allows them to go at their own pace and learn independently of the others as they need to. This allows them more control in their learning process, in a way that is beneficial for each student.

Edpuzzle.png

Edpuzzle is a tool that allows the student to watch the video and answer questions about it at their own pace. The students can also do this on their own. This fosters independent learning, as the student is doing the activity on their own.

 

 

 

6. Facilitator

Educators facilitate learning with technology to support student achievement of the ISTE Standards for Students.

Educators:

6a: Foster a culture where students take ownership of their learning goals and outcomes in both independent and group settings.

6b: Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.

6c: Create learning opportunities that challenge students to use a design process and computational thinking to innovate and solve problems.

6d: Model and nurture creativity and creative expression to communicate ideas, knowledge or connections.

Examples:
Production Badge.png

This production activity is a good way to foster a culture where students take ownership of their learning. They are in charge of this project. It also allows them to complete a project both independently and with a group at the same time.

BoardGame_badge.png

The board game I created involves the students using computational thinking. In this game, they must draw a card and move on the board game according to the conditionals that have been assigned for each card. This game also helps students better understand how computer programs and conditionals work.

7. Analyst

Educators understand and use data to drive their instruction and support students in achieving their learning goals.

Educators:

7a: Provide alternative ways for students to demonstrate competency and reflect on their learning using technology.

7b: Use technology to design and implement a variety of formative and summative assessments that accommodate learner needs, provide timely feedback to students and inform instruction.

7c: Use assessment data to guide progress and communicate with students, parents and education stakeholders to build student self-direction.

Examples:
Kahoot Badge.png

Kahoot provides the teacher with a downloadable list of what questions were answered correctly and what was not. This was, the teacher can view the students understanding and comprehension without having to make the students take a test or do a worksheet. This is a way to assess the students understanding using technology.

Edpuzzle.png

EdPuzzle allows the students to watch a video and answer questions that the teacher assigned. The teacher then gets a report of the students' answers and can see who answered what. This allows the teacher to evaluate and reflect upon the student's learning using technology.

© 2019 by Lydia Martin.

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