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ISTE Technology Standards for
Teachers
Introduction to EDUU 551
Educational Applications of Computers
I. Facilitate and Inspire Student
Learning and Creativity
 promote, support, and model creative and
innovative thinking a...
I. Facilitate and Inspire Student
Learning and Creativity
 promote student reflection using collaborative
tools to reveal...
Design and Develop Digital-Age
Learning Experiences and Assessments
 design or adapt relevant learning experiences
that i...
Design and Develop Digital-Age
Learning Experiences and Assessments
 customize and personalize learning activities to
add...
Model Digital-Age Work and Learning
 demonstrate fluency in technology systems and
the transfer of current knowledge to n...
Model Digital-Age Work and
Learning
 communicate relevant information and ideas
effectively to students, parents, and pee...
Promote and Model Digital Citizenship
and Responsibility
 advocate, model, and teach safe, legal, and
ethical use of digi...
Promote and Model Digital Citizenship
and Responsibility
 promote and model digital etiquette and
responsible social inte...
Engage in Professional Growth
and Leadership
 participate in local and global learning
communities to explore creative ap...
Engage in Professional Growth
and Leadership
 evaluate and reflect on current research and
professional practice on a reg...
Hands-on!
Using Technology Tools for
Teaching and Learning
ISTE Technology Standards
for Teachers
 Web –
http://www.iste.org/standards/stand
ards/standards-for-teachers
 PDF -
htt...
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ISTE Technology Standards for Teachers

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  • Part 11:1)The grade profile which is 9 - 12 is met thus: They will design, develop, and test a digital learning game to demonstrate knowledge and skills related to curriculum content. 2) Create and publish an online art gallery with examples and commentary that demonstrate an understanding of different historic periods, cultures, and countries. 3) Select digital tools or resources to use for a real -world task and justify the selection based on their efficiency and effectiveness. 4)Employ curriculum specific simulations to practice critical thinking processes. 5)Identify a complex global issue, develop a systematic plan of investigation, and present innovative sustainable solutions. The technology the used digital tools. It was used for the purpose of real world task. The potential problem is break down and then dis appoints when the need be.The advantage is the students achievement primary elementary and secondary education and the success meeting the indicator is predicated on students having access to a variety of technology tools.
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  • What I see as the potential for current technology to improve education and prepare our children and youth for their future in the 21st century is to incorporate computers in the classrooms; to facilitate and inspire student learning and creativity, secondly to promote, support, and model creative and innovative thinking and inventiveness.Thirdly to engage students in exploring real - world issues and solving authentic problems using digital tools and resources.Fourthly, customize and personalize learning activities to address students diverse learning styles, working strategies and abilities using digital tools and resources. Fifth, it provides students with multiple and varied formative and summative assessments aligned with content and technology standards and use resulting data to inform learning and teaching. 2) The kind of technologies that were used in my own time of k - 12 education were audio visual manuscript transcription projectors cave drawing and film. The technology used during my k - 12 cannot compared with the present technology in that there no proper and appropriate documentation of sources. There was no way one could address the diverse needs of all learners by using learner - centered strategies and providing equitable access to appropriate digital tools and resources.Unlike the present k - 12 classrooms equipped with modern technology. The present k - 12 Engage in professional growth and leadership, participate in local and global learning communities to explore creative applications of technology to improve students learning. Unlike during my time of k - 12 ,nothing of this kind was available. During my time of k - 12 there was nothing like digital - Age work and learning, communicating relevant information and ideas effectively to students, parents and peers using a variety of digital tools to locate, analyze, evaluate, and use information resources to support research and learning. 3)Technology being effectively integrated into classroom curriculum and instruction video camera and video games which are used in physics curriculum. The concept of the curriculum is put in visual motion and the students will watch and comprehend what the lesson is all about and helping them to meet academic content standard. In my own time of k - 12, there were there were no video camera or video games. It was not very easy comprehend as it is to day by watching photo games
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ISTE Technology Standards for Teachers

  1. 1. ISTE Technology Standards for Teachers Introduction to EDUU 551 Educational Applications of Computers
  2. 2. I. Facilitate and Inspire Student Learning and Creativity  promote, support, and model creative and innovative thinking and inventiveness  engage students in exploring real-world issues and solving authentic problems using digital tools and resources
  3. 3. I. Facilitate and Inspire Student Learning and Creativity  promote student reflection using collaborative tools to reveal and clarify students’ conceptual understanding and thinking, planning, and creative processes  model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environments
  4. 4. Design and Develop Digital-Age Learning Experiences and Assessments  design or adapt relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity  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
  5. 5. Design and Develop Digital-Age Learning Experiences and Assessments  customize and personalize learning activities to address students’ diverse learning styles, working strategies, and abilities using digital tools and resources  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
  6. 6. Model Digital-Age Work and Learning  demonstrate fluency in technology systems and the transfer of current knowledge to new technologies and situations  collaborate with students, peers, parents, and community members using digital tools and resources to support student success and innovation
  7. 7. Model Digital-Age Work and Learning  communicate relevant information and ideas effectively to students, parents, and peers using a variety of digital-age media and formats  model and facilitate effective use of current and emerging digital tools to locate, analyze, evaluate, and use information resources to support research and learning
  8. 8. Promote and Model Digital Citizenship and Responsibility  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  address the diverse needs of all learners by using learner-centered strategies and providing equitable access to appropriate digital tools and resources
  9. 9. Promote and Model Digital Citizenship and Responsibility  promote and model digital etiquette and responsible social interactions related to the use of technology and information  develop and model cultural understanding and global awareness by engaging with colleagues and students of other cultures using digital-age communication and collaboration tools
  10. 10. Engage in Professional Growth and Leadership  participate in local and global learning communities to explore creative applications of technology to improve student learning  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
  11. 11. Engage in Professional Growth and Leadership  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  contribute to the effectiveness, vitality, and self- renewal of the teaching profession and of their school and community
  12. 12. Hands-on! Using Technology Tools for Teaching and Learning
  13. 13. ISTE Technology Standards for Teachers  Web – http://www.iste.org/standards/stand ards/standards-for-teachers  PDF - https://www.iste.org/docs/pdfs/20- 14_ISTE_Standards-T_PDF.pdf

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